Age | Commit message (Collapse) | Author |
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svn-id: r54475
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Shivers 2 doesn't contain SCI scripts. The whole game logic has
been reimplemented from SCI in native code placed in DLL files.
Each room has its own DLL file, and some SCI functions have been
reimplemented/rewritten for this purpose in native code. The
game and demo have all the resources of a SCI game, apart from
the SCI scripts themselves. Thus, they cannot be directly
supported, unless their whole room logic is rewritten from
scratch, which classifies Shivers 2 as "not SCI"
svn-id: r54173
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When such a script patch is found, a dialog pops up at the beginning
of the game, asking the user to remove it. The issues that these
script patches fix have already been fixed in ScummVM, thus these
patches aren't necessary, plus they can lead to crashes, freezes, buggy
behavior and/or unexpected errors, thus it is better if they aren't
used at all, if possible
svn-id: r53920
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svn-id: r53484
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svn-id: r53397
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"bpr" breakpoint on reading of selectors
"bpw" breakpoint of writing of selectors
"bpx" is now breakpoint on executing of selectors only
svn-id: r52490
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now lists import files of all possible games, adds game title before that, removes game prefixes for all files
svn-id: r52441
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Now, QFG2, 3 and 4 may read exported characters from all
other QFG games, like the originals did. Fixes bug
#3054692 - "QFG2/QFG3 Import issues".
svn-id: r52430
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svn-id: r52314
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svn-id: r52311
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which is sci1 and sci1.1
fixes bug #3051145
- separating this mother goose from ega and sci2.1
- adding workaround when restoring saved games in these games, games try to calculate restored savedgameid instead of looking it up, we patch this code out and also set the global to the current savedgameid
- adding workaround for scripts checking savedgameid to be below 13 (our savedgameids begin at 100 now)
- changing official range for savedgameids from 1000->1999 to 100->199, otherwise mother goose would have required much larger patches and this range should be fine even if we replace savedgame dialogs later
svn-id: r52301
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Since I got no response to my mail to -devel, I just assume that there is
no specific reason for using rand() in SCI.
As explained in my mail to -devel about why SCI uses rand, this might allow
SCI to work with our event recording, when that ever gets finished.
I adapted kRandom so that it also supports negative random numbers. And
furthermore that the toNumber argument is smaller than the fromNumber
argument. I am not sure whether that really happens though, but it should
be safer to have this. I marked that place with an TODO/CHECKME.
svn-id: r51521
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changed signature for kSetCursor sci2.1
added workarounds
added separate gameid for mother goose sci2.1
svn-id: r51385
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not fully working, extended chars do not work currently as input
svn-id: r51027
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svn-id: r50881
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svn-id: r50837
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svn-id: r50836
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workarounds etc. separate, scripts are not compatible
svn-id: r50829
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on debugflag "file"
svn-id: r50782
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svn-id: r50532
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it from the EngineState, since it's static throughout the course of a game
svn-id: r50484
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svn-id: r50273
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svn-id: r50272
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svn-id: r49968
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svn-id: r49965
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* Move sleep() from EventManager to SciEngine
* Rename EventManager methods: get -> getSciEvent, and
getFromScummVM -> getScummVMEvent
* Make scancode_rows static const
* Turn altify & numlockify from EventManager methods into static
functions (and comment out the currently unused numlockify)
svn-id: r49959
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svn-id: r49860
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svn-id: r49854
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svn-id: r49851
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svn-id: r49843
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some camelCase changes
svn-id: r49568
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svn-id: r49562
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class using it
svn-id: r49561
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svn-id: r49560
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svn-id: r49559
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structure, and removed it from the engine state
svn-id: r49534
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svn-id: r49202
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svn-id: r49196
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This greatly reduces indirect dependencies on several header files
from common.
svn-id: r48933
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svn-id: r48697
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state, per se, and is static)
svn-id: r48059
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svn-id: r48052
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svn-id: r48050
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svn-id: r48049
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svn-id: r48048
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svn-id: r48047
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svn-id: r48046
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'Common::String'
svn-id: r48044
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svn-id: r47702
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svn-id: r47663
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