Age | Commit message (Collapse) | Author |
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This script patch will fix not getting 10 points for giving
the locket to Marie.
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The previous script patch for this bug was much simpler and
targeted the bad code that hangs, instead of the bad code that
caused the unexpected flag setting, but this caused glitches in
the dragon's cave that couldn't really be fixed since different
animations relied on some common code for positioning Boogle. So,
now, this more complicated patch fixes the fast-forward code in
the seraglio to set Boogle's in-the-bag flag, which is what the
dragon's cave needs in order to not hang when worming Boogle.
Also, because this patch now targets the code that caused the bad
flag state, instead of the code that hangs on the bad state, any
save game in the dragon's cave with the bag flag setting will need
to be fixed by exiting and re-entering the dragon's cave.
Refs Trac#9836.
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Refs Trac#9836.
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Fixes Trac#9836.
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Fixes Trac#9840.
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Fixes Trac#9848.
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Fixes Trac#9847.
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Fixes Trac#9845.
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This entry was added by a batch change operation in
f7a72c897a9657320ccd6a32873b364f77412e98, but the German version
of GK1 does not support Windows.
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Thanks @OmerMor for pointing out this improvement.
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This fixes at least the character selection screen in QFG4CD,
where the sound for the torches is supposed to loop, but wasn't
because kDoSoundSetLoop would bail out before setting the loop
property on the soundObj.
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Upon investigation of Sound code across SCI32 games, it was
determined that there are actually (at least) 3 different
revisions, not just a single SCI2.1 version. This patch only
changes the parts of Sound code that are relevant to the correct
use of Audio32.
Fixes Trac#9736, Trac#9756, Trac#9767, Trac#9791.
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The previous code for attenuating audio channels was not accurate,
so samples were quieter than they were supposed to be when mixed
together. Robots were also being mixed without attenuation, which
was incorrect.
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Fixes Trac#9761, Trac#9844, Trac#9850, Trac#9851.
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DPCM decompression algorithms in SSCI operate directly on 8- and
16-bit registers, so any sample that ends up being out-of-range
during decompression gets wrapped by the CPU, not clipped.
This does not fix any known problem with AUD files, but there are
some VMDs (e.g. GK2 5280.VMD) which are known to contain OOR
samples. Making this code more accurate should prevent trouble
with any other similar files.
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Italian still needs to be fixed, but nobody seems to have access
to this version at the moment.
Fixes Trac#9772.
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See matchKernelBreakpointPattern() for samples. The main envisioned use is
DoSound*,!DoSoundUpdateCues
to match all DoSound sub-functions except DoSoundUpdateCues.
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This changes the syntax for bpk and logkernel:
Enable breakpoint on kernel call:
bpk FrameOut
Enable logging for kernel call:
bpk FrameOut log
For backward compatibility this has an alias: logkernel FrameOut
Removing a kernel call breakpoint is done with bp_del/bc now.
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The action can be set using the new console command bp_action/bpact.
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0f9c33e02f1cb2c740c1eb0dcaad96dd22ec29e7 in 2011 broke selector
breakpoints of the type "ObjName::", which previously caught all
selector sends of the named object.
Thanks to TMM and snover for noticing.
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In SSCI, games could never start at tick 0 because the video
benchmarking code on game startup would take several ticks to
run. In ScummVM, where the benchmarking code is disabled, it
becomes possible for games to start at tick 0. This can break a
lot of kernel code, which uses tick 0 as a special value
indicating that a feature is not active. For example, in GK2,
the music at the start of the game will not fade in on systems
that are fast enough to start audio playback at tick 0, since
a fade start tick of 0 is used to indicate audio fade is disabled.
Fixes Trac#9830.
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Fixes Trac#9810.
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Fixes Trac#9811.
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Calling to SciEngine::syncSoundSettings from GuestAdditions
recurses back into GuestAdditions, which is obviously not
desirable. Even when it didn't manage to cause infinite recursion
(as in SQ6 demo), it would make the UI behave in broken ways (e.g.
the +/- buttons on the music slider in SQ6 would not work because
the UI would just get updated immediately back to the closest
rounded value).
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1. Unlocking all resources of a type using a resource ID of -1 is
gone in SCI32;
2. Audio locks need to be serialized starting in GK2 for the game's
modified kDoAudio(1) call;
3. Audio locks in SCI3 must work more like SSCI, since at least
Lighthouse's `BackMusic::fade` method will attempt to unlock
audio that was never locked by a script. In SSCI (and now in
ScummVM too) this is a no-op; previously in ScummVM, it would
remove Audio32's own lock on the audio resource, resulting in a
use-after-free;
4. kDoAudio(1) starting in GK2 returns the number of active
*not-in-memory* channels being played, not the total number of
active channels.
Fixes Trac#9675.
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This is not known to fix any problem, but was a noted difference
in the implementation between ScummVM and SSCI.
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This seems to have been added in SCI1.1 and continued through
SCI32; older games with digital SFX (like KQ5CD) did not convert
the resource type in kLock.
This is not known to fix any problem, but was a noted difference
in the implementation between ScummVM and SSCI.
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Argument count validation for kernel calls is performed through the
kernel table signature, so checking here is not necessary.
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