Age | Commit message (Collapse) | Author |
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To also turn ::ticks into ::seconds
For further information see 5a4840e
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Fixes bug #9849
Which is a pseudo-game-breaking glitch of the game itself.
Applies to at least English+German floppy and English CD version.
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All these fall through were marked as deliberate, so again I've only
changed the comment to silence GCC.
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We have lots and lots of -Wimplicit-fallthrough warnings, and I
don't know if it's worth fixing them or not. But if we want to,
this is how it can be done.
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This flag previously was only being initialized in Robot files
with audio. This means the flag was incorrectly carried to
Robots without audio, and if the first Robot played by the game
had no audio, it would be a garbage read. (This latter thing
happens at the beginning of Lighthouse.)
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This is used by Lighthouse.
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This can occur when a save game from the past is loaded and the
audio system was paused prior to loading the save game. This was
fixed eventually in SSCI somewhere around GK2, since it pauses
all audio before restoring a game and then resumes it after the
save game is loaded (after all of the audio channels have been
added from the save game). Since this would seem to be a problem
for earlier games as well, this change is applied universally
instead of being conditionally applied only to the games with
interpreters containing this change.
This patch contains some additional sanity checks that emit
warnings if individual channels end up being started from the
future. There was never such checking in SSCI, and it does not
seem likely to ever happen, but it is unclear right now if this is
an actual problem or not.
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Adding a hook into kPlayDuck to skip the intro video feels kind of
crappy, but it seemed simpler, consistent with the other hooks for
launch loading, and therefore preferable versus hot-patching the
script or messing with PC in the VM or something.
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The game was originally titled "Phantasmagoria: A Puzzle of Flesh",
but the publisher now seem to be titling it "Phantasmagoria 2: A
Puzzle of Flesh". It was never referred to using roman numerals in
any release as far as I can find (the French "Fatal Obsessions"
release was just "Phantasmagoria: Obsessions Fatales").
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This is needed by Phant2 guest additions to find the correct
slider for the music volume, since the sliders have no unique name.
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To fix an uninitialized read when clicking somewhere to walk around
in city hall.
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This fixes buggy PQ4 system script code and makes entering user
and password on the police computer not trigger a signature mismatch
anymore.
Script code was fixed by Sierra in PQ4 CD.
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For whatever reason, Sierra decided that the final patches would
go in the root directory for Phant2. The game disc includes
(different, older) patches for many of the same resources in the
PATCHES directory, and loading those instead makes the game not
always work quite right.
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Non-use of these kernel calls was assumed by reviewing script
disassembly by SV, but it turns out that SV was not picking up
script patches correctly in SCI3 games, so this data is no longer
considered reliable.
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Phant2 creates save game names that append "<PROTECTED>" at the
end of the game name, with an assumption that the game name is
always exactly 36 characters long. This seems to be OK with other
games too (tested GK1, SQ6, and Torin).
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Fixes Trac#9577.
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Refs Trac#9976.
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Refs Trac#9976.
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This was broken by 9f33f2b3df22a26314dbb74173f49bc930c7a1f9.
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Refs Trac#9974, Trac#9975.
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This should make things slightly more responsive and avoids
unnecessary rendering of frames that are just going to disappear
in a moment.
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Calling through EventManager::getSciEvent to flush events is
pretty inefficient and created stalls that lead to dropped
frames during the chapter 7 chase in Phantasmagoria 1.
If necessary, performance could be improved further by extending
Common::EventManager to expose SDL_FlushEvents, but this seems to
finish in 0-1ms so should be OK for now.
Refs Trac#9974, Trac#9975.
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