Age | Commit message (Collapse) | Author |
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Fixes several issues with the menu in KQ7. Thanks to vakons for his patch.
Fixes bug #3231867 - "KQ7 scrolling bug"
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This allows us make _windowList private again
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This can be used to see a list of the currently open windows. Also, added
a sanity check for the "al" command and performed some minor cleanup
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This shows the current animation list, along with object properties,
positions and the scripts they belong to
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Thanks to waltervn for his work and help on this
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A regression from d2ad7898d93
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Renamed some variables, functions and comments related to the
undithering code, to make them a bit easier to understand
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- Added comments for all the different view unpacking algorithms
- Merged the SCI1 VGA and SCI1.1 VGA unpacking code
- Fixed views in Longbow Amiga (the palette is still broken, though)
- Used memset()/memcpy() instead of looping through
- Fixed a regression of rev. d2ad789 (LSL1 Spanish, bug #3135872)
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Instead of querying the event manager for the current mouse cursor coordinates
kGetEvent now uses the saved mouse positions, which will assure every event
will be processed with the correct coordinates instead of the current ones.
Various other functions using SciEvent directly were adapted too.
This fixes cursor click positions for the WinCE backend.
Thanks to wjp and waltervn for helping me with this.
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clone2727-pe_exe
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Also, updated the MacResManager cursor code to reflect the SCUMM resource extractor code changes
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A regression from d2ad7898d9
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- Fixed picture drawing for Longbow Amiga (view drawing is still wrong,
though)
- Added debug output for picture drawing
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- Moved palette color count inside the GfxPalette class
- Enabled all of the kPalette subops for 16 color SCI1 games, apart from
the ones for intensity palette animation, and palette resource loading
- Removed isVGA() and isAmiga32color() methods from the resource manager -
they ended up in having inconsistent code
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In EGA games a pixel in the framebuffer is only 4 bits. We store a full
byte per pixel to allow undithering, but when comparing pixels for
flood-fill purposes, we should only compare the visible color of a
pixel.
This fixes bug #3078365 in Iceman.
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16 color patches (*.p16 and *.v16) are used in 16 color EGA SCI1 games
32 color patches (*.p32 and *.v32) are used in 32 color Amiga SCI1 games
Removed a workaround for SCI1 EGA (bug #3044500), as that bug has been
fixed already in the view patch. Thanks to waltervn for observing this.
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This extra code that is responsible for changing text placing has been
found in SCI1 middle (i.e. LSL1VGA) and newer games
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This fixes a lot of glitches, caused by the differences between the two
versions
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Confirmed this behaviour in KQ1sci, KQ4, Iceman and QfG2.
Hoyle3-demo remains an exception.
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Confirmed this behaviour in KQ1sci, KQ4, Iceman, and that
it isn't present in QfG2 and KQ5CD.
This fixes the graphics glitch in KQ4 when falling down the
stairs in room 61 (#3039775).
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This reverts commit 74e99328ec0fa43074c52b69d21922407153a1aa.
SSCI takes care of this issue in a different manner, which
the next commit emulates.
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GetLongest() could exceed the maximum width with the very last
character of a word. The same fix has been applied to the SCI32 code.
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The additional text positioning code in kDisplay was added in SCI1
middle, not SCI1 late. Also, did some slight cleanup
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This behaviour much more closely matches SSCI.
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SCI scripts can contain stale pointers, which are used later on. We now delete
the contents of hunk entries without invalidating the relevant pointers and let
the GC clear the references. Many thanks to waltervn and wjp for all their work
and help on this.
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SSCI does a shr 1; shl 1 here in SetOrigin.
This fixes a crash in the ending scene of SQ3 (#3194199).
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This renaming allows us to better distinguish that this version is for games
that only had an EGA version, and avoid confusion with newer SCI1 game releases
with EGA graphics (e.g. KQ5 EGA). The only game with this SCI version is QFG2,
a SCI1 EGA game with a parser. Also, added some games for each SCI version.
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