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path: root/engines/sci/sci.cpp
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2016-11-03SCI32: Allow SCI32 games to update speech & subtitles settingsColin Snover
Fixes Trac#9637.
2016-09-30SCI32: Sync subtitle text speed with ScummVM GUIColin Snover
2016-09-29SCI: Add prefix to global variable constantsColin Snover
2016-09-29SCI32: Fix warnings and incompatible save games when built without SCI32Colin Snover
2016-09-29SCI32: Emulate MGDX ego view metadataColin Snover
2016-09-29SCI32: Fix multiple bugs in kSaveColin Snover
1. Shift save numbers up/down for game scripts that rely on save game numbers starting from 0 to work correctly 2. Add fake file operations to support KQ7 save games 3. Hide autosave games from native save/load list to match SSCI.
2016-09-29SCI32: Implement ScummVM save/loadColin Snover
2016-09-29SCI: Replace magic numbers for globals with named constantsColin Snover
2016-09-29SCI32: Start implementing kSave for SCI32Colin Snover
2016-09-29SCI32: Add support for kPrintDebugColin Snover
2016-09-29SCI: Move SciEngine::sleep to correct source fileColin Snover
2016-08-26SCI: Add a sanity check in wrapFilename(), as in unwrapFilename()Filippos Karapetis
2016-08-23SCI32: Update the SCI2/SCI2.1 games that use global 90 for speech/subsFilippos Karapetis
2016-08-19SCI32: Remove unused ResourceManager from GfxFrameoutColin Snover
2016-08-19SCI32: Remove CoordAdjuster32, at least for the momentColin Snover
This may come back in the future to deduplicate some gfx code, but SCI32 had two different inlined ways of doing coordinate conversions with different rounding methods, so CoordAdjuster32 didn't get used when the graphics system was rewritten. At the moment, SCI32 code uses the mulru/mulinc methods from helper.h for scaling up/down coordinates.
2016-08-19SCI32: Implement kRobotColin Snover
2016-08-19SCI32: Remove GfxScreen from SCI32Colin Snover
2016-08-19SCI32: Implement SCI32 cursor supportColin Snover
2016-08-19SCI32: Remove GfxScreen from GfxFrameoutColin Snover
Only cursor remains to be updated to go through GfxFrameout, and then we can let GfxScreen go back to being SCI16-only.
2016-08-15SCI: Add comments about GK1 on Mac being hi-res onlyMartin Kiewitz
2016-08-15SCI: Move GUI-options to sci.hMartin Kiewitz
2016-08-15SCI: Improve "force hires graphics"-option reading codeMartin Kiewitz
We originally used hardcoded gameIDs and checked for CD-version. Now the game option itself is checked for. When it's available for the currently detected game, the option is read, otherwise it defaults to false (same behavior as before).
2016-08-01SCI32: Implement plane transitions (kSetShowStyle and kSetScroll)Colin Snover
This commit implements all of the known plane transitions from SCI2 through SCI2.1mid games. Because kSetShowStyle is always called indirectly via the Styler game script, it is difficult to find all the places where transitions are used. As such, transitions that appeared to never be used have been added as stubs which will trigger a game crash with a message to report what was being done, so any missed transition types can be identified quickly and then implemented.
2016-07-24SCI32: Fix Video32 breaking when quitting during video playbackColin Snover
2016-07-11SCI32: Split GfxPalette and GfxPalette32 + HunkPaletteColin Snover
2016-07-10SCI32: Re-enable KQ7 subtitles, but with a warning on game startColin Snover
2016-07-10SCI32: Disable KQ7 subtitlesColin Snover
The subtitles in KQ7 were not finished and don't quite work right, drawing off the screen and in weird positions. They could probably be fixed with some aggressive script patching, but for now, they are just disabled (as they are in the official release).
2016-07-10SCI32: Implement kPlayVMDColin Snover
2016-06-26SCI32: Fix broken Remap implementationColin Snover
Remap would crash SCI2.1early games with 19 remap slots, and did not actually work in most cases in SCI2.1mid+ games. The SCI16 implementation was moved to its own separate file but was otherwise touched as little as possible, so may still have similar problems to the SCI32 code. 1. Split SCI16 and SCI32 code into separate files 2. Use -32 prefixes for SCI32 code and no prefix for SCI16 code, where possible, to match other existing code 3. Avoid accidental corruption of values from the VM that may be valid when signed or larger than 8 bits 4. Added documentation 5. Add missing remap CelObj calls 6. Inline where possible in performance-critical code paths 7. Fix bad `matchColor` function, and move it from GfxPalette to GfxRemap32 since it is only used by GfxRemap32 8. Fix bad capitalisation in getCycleMap 9. Remove unnecessary initialisation of SingleRemaps 10. Update architecture to more closely mirror how SSCI worked 11. Clarify the purpose of each type of remap type (and associated variable names) 12. Split large `apply` function into smaller units 13. Fix buffer overrun when loading a SCI2.1early game with remap 14. Remove use of `#define` constants 15. Warn instead of crashing with an error on invalid input (to match SSCI more closely) 16. Change the collision avoidance mechanism between the RemapType enum and remap kernel functions 17. Add save/load function
2016-06-25SCI: Add getGameObjectName to fix compilationMartin Kiewitz
Is needed for 80462b3 (Fix auto-saving in the fan-made Cascade Quest)
2016-06-21SCI32: Remove unused dependencies from GfxFrameoutColin Snover
2016-06-21SCI32: Implement kScrollWindowWillem Jan Palenstijn
These should be all the actually used subfunctions. Co-authored-by: Colin Snover <github.com@zetafleet.com>
2016-06-21SCI32: Implement line drawing (kAddLine/kUpdateLine/kRemoveLine)Colin Snover
This line drawing code lives in a remodelled GfxPaint32 class that is totally separate from GfxPaint16.
2016-06-20SCI32: Rewrite digital audio engineColin Snover
This provides a complete implementation of kDoAudio through SCI2.1mid, plus partial implementation of SCI3 features. Digital audio calls shunted through kDoSound have also been updated to go through the SCI32 audio mixer, though these shunts are a bit hacky because the ScummVM implementation of kDoSound does not currently match how SSCI kDoSound is designed. It is probably possible in the future to just replace the SCI1.1 audio code (audio.cpp) with the new SCI32 code, since the major differences seem to be that (1) SCI1.1 only supported one digital audio playback channel (this is configurable already), (2) it had extra commands for CD audio playback and queued sample playback.
2016-06-19SCI: Split audio sync to its own classColin Snover
SCI32 has its own audio handling code, but audio sync code is the same as SCI16.
2016-03-15SCI: Remove unused _gfxScreen parameter from GfxRemapFilippos Karapetis
2016-03-11SCI32: Initial implementation of kRemapColorsFilippos Karapetis
applyRemap() is still not finished, so nothing is actually visible yet
2016-03-08SCI: Split color remapping functionality into a separate classFilippos Karapetis
Currently, only the SCI16 remapping functionality is implemented (used in the QFG4 demo)
2016-03-08SCI: Separate the demos of QFG4, PQ4 and GK1 from their full versionsFilippos Karapetis
The demo versions of these games were using a very different engine - SCI1.1 vs SCI2/SCI2.1. Thus, we split them into different game IDs, to avoid mixing specific game checks for them, as well as specific game workarounds, which are different for the demos than the full versions. Also, the demos should be working when SCI32 is disabled. For these games, we don't use ADGF_DEMO, to avoid game IDs like foodemo-demo
2016-03-08ENGINES: Make variable names of ADGameDescription conform to our guidelines.Johannes Schickel
gameid -> gameId guioptions -> guiOptions
2016-03-06SCI32: Implement kEditTextColin Snover
2016-03-02SCI32: Don't do a syncWithScripts on restore from launcherMartin Kiewitz
Causes issues in at least gk1 (option + inventory plane are shown) Game::restore is not called, when doing restores from launcher, so in the original interpreter this script code wasn't called either. Fixes option + inventory planes etc. being shown right after restoring via launcher, when original save/load dialogs were disabled.
2016-02-24SCI: Fix FM-Towns audio language selectionMartin Kiewitz
This first of all combines both detection entries and makes it possible so that the user can directly choose English or Japanese without having to add the game twice. But it also fixes the in-game option to switch between English and Japanese. Prior to this commit it was only possible to for example switch from Japanese to English once, but it was not possible to switch back without quitting the game and starting it again.
2016-02-23SCI: Improve kAnimate fastcast detection, Remove EQ1 hackMartin Kiewitz
- Add "kAnimate fast cast state" to "version" debug command - Make it possible for script patcher signatures to get fully used outside of the regular script patcher - Remove previous fastcast detections and replace them with a signature heuristic - Remove object name checking, when fastcast global is set - Heuristic detects "fast cast" support incorrectly for multilingual KQ5, but it seems the game never sets the global, so it won't matter. KQ5 CD (also SCI1 late) has fastcast support. - Remove hack in GfxView::draw - Add lots of comments to ScriptPatcher class This fixes EcoQuest 1 Floppy showing the anemone on top of the message box (see bug #5170)
2016-02-21SCI32: Fix save patching for ScummVM dialogMartin Kiewitz
- Patch game super object for saving instead of game object - Remove re-adding planes+screen items, game::replay does that We would only have to do that for soft-failing on restore - Change debug levels of kNumLoops/kNumCels to 9 - Add special comment about -info- selector in syncWithScripts() This should now make ScummVM menu saving work properly at least in SQ6.
2016-02-18SCI: WIP GfxText32 codeColin Snover
This at least prevents SQ6 from crashing when going into the introduction
2016-02-18SCI: Implement accurate renderer architecture for SCI32Colin Snover
2016-02-15JANITORIAL: Typos detected with lintian & grepAlexandre Detiste
2016-01-26SCI: Only select save slots for kernel callsMartin Kiewitz
Previous code also selected files called e.g. "[targetname].abc"
2016-01-22SCI32: PQ4 seems to support high resolution tooMartin Kiewitz