Age | Commit message (Collapse) | Author |
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Was the ScummVM-system-Keycode, sometimes modified.
Changed Menu/Portrait/Controls32-code to use .character instead.
Cleaned up a bit of code in getScummVMEvent()
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Was effectively caused by commit adding the keyboard driver bug
for SCI0/SCI01, although the bug is actually real and happens.
It seems Sierra did not check the key-modifier in kMenuSelect.
We do and that's why the code didn't recognize all sorts of
menu keys anymore.
We now isolate the lower byte before comparing.
I also noticed, that Sierra passed keyboard modifiers in mouse
events. This was probably done, so that owners of a 1-button
mouse were able to right-click. We do this now too.
Also added information about mouse modifiers in kGetEvent.
Moved the mouse modifier code into getScummVMEvent().
This should fix bug #7009.
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Instead of choosing Windows as platform, users can now also simply
click this option for Gabriel Knight 1 + King's Quest 6
Defaults to high resolution graphics
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SCI32: kPalVary, kPalette fade support, kPalette findColor support, improvements to game time management
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It seems that findColor is used only by kPalette, and matchColor is
used only by Remap.
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do not check _priorityTop. Sierra never did it (I checked all sorts
of SCI versions, kq4 early, kq5, kq6, etc.) and checking it will
cause at least a priority issue in lsl2 in room 54 (airplane that
is taking off will be drawn using priority 1 instead of 0)
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This means tick-based times are saved to save games, as in SCI32
engine, instead of seconds, which are not accurate enough. It
also means places in SCI engine that need to access game ticks
should do so through g_sci instead of g_system or g_engine.
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This also fixes kPalCycle signatures to be more accurate.
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Thanks wjp
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Note that this is still unused, as it is normally called from
kSetShowStyle()
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We do not prepend underscores to private class functions
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Graphics palette code was rewritten between SCI1 and SCI2, so
SCI32 palette engine code has been moved to a separate GfxPalette32
class.
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- Detection works via signatures (couldn't find a better way)
- new kString subcalls were introduced SCI2.1 LATE
- kString now has signatures and is split via subcall table
- kString fix, so that KQ7 doesn't crash, when starting a chapter
- Sci2StringFunctionType removed, because no longer needed
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also added even more comments about details of word wrapping
SCI0 (PQ2) and SCI1 (Brain/KQ5/SQ4) got their own table now
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fixes small issue in Castle of Dr. Brain PC-98 Japanese
room 120, when looking at the table
Also added a few comments to Japanese word wrapping code
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should hopefully fix transitions being too slow on some systems
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primarily to clear kPortrait graphics in kq6
when restoring during portrait animation
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will delay restoring a saved game until the next
kGetEvent or kWait
also implement aborting playback for kPortrait
and kShowMovie
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- also kDisplay cleanup, removed dummy opcodes
- workarounds should be used instead
- fixed hq1 workaround entry, it seems we are able
to read vocabulary now
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A regression from 72e6a9eeab1082892e5d77fabc4f0b50f839615a
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clipping of video output was required
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also removed duplicate entries in punctuation table
thanks to wjp
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At least SQ4 uses #j text prefix as signal for the
interpreter to not use the PC9801 hires font, but
to use the internal low res font instead
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fixes Police Quest 2 Japanese intro and others,
where the internal SCI font was used and not
the Shift-JIS hires font
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also fixes bug #5159
also fixes Japanese line wrapping (hopefully)
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original bug wasn't solved properly
will reopen the original bug #5334
and figure out that one instead
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