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16 color patches (*.p16 and *.v16) are used in 16 color EGA SCI1 games
32 color patches (*.p32 and *.v32) are used in 32 color Amiga SCI1 games
Removed a workaround for SCI1 EGA (bug #3044500), as that bug has been
fixed already in the view patch. Thanks to waltervn for observing this.
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This extra code that is responsible for changing text placing has been
found in SCI1 middle (i.e. LSL1VGA) and newer games
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This fixes a lot of glitches, caused by the differences between the two
versions
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This was visible in the password of LSL5 Amiga. Thanks to waltervn for
finding this
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That game has its own custom made save/load system
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that the utility READ_* and WRITE_* operations are made
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- Folded all comparison operators in a single function, cmp()
- Simplified the + operator, and removed the SQ1 workaround, as it's not
needed anymore
- Removed the workaround for uninitialized variables in the * operator
- Removed division by zero workarounds in the / and % operators
- Added a better description of pointerComparisonWithInteger(), based
on fingolfin's description and comments. Also, changed the SCI versions
where this is used to SCI0-SCI1. The SCI1.1 case in QFG3 was a script
bug
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Added wrapper functions to read/write from dynmem segments, as these are
treated as BE in Amiga versions (as we treat them like raw data instead
of reg_t's), whereas the rest are LE. Thanks to waltervn and wjp for their
help on this
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Games that have the newer SCI2.1 kernel functions (i.e. kSave instead of
kSaveGame/kRestoreGame) aren't supported yet
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Fixes a crash in LSL3 Amiga
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SysEx messages in the driver are usually the result of a bug which should
be investigated and not silently ignored
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Confirmed this behaviour in KQ1sci, KQ4, Iceman and QfG2.
Hoyle3-demo remains an exception.
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Confirmed this behaviour in KQ1sci, KQ4, Iceman, and that
it isn't present in QfG2 and KQ5CD.
This fixes the graphics glitch in KQ4 when falling down the
stairs in room 61 (#3039775).
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This reverts commit 74e99328ec0fa43074c52b69d21922407153a1aa.
SSCI takes care of this issue in a different manner, which
the next commit emulates.
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GetLongest() could exceed the maximum width with the very last
character of a word. The same fix has been applied to the SCI32 code.
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The additional text positioning code in kDisplay was added in SCI1
middle, not SCI1 late. Also, did some slight cleanup
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SCI32 has no ports
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Thanks to fingolfin's comments regarding these
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playing"
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This behaviour much more closely matches SSCI.
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This was a signed/unsigned issue. Also fixed compilation when DEBUG is
enabled. Thanks to waltervn for his help on this.
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occurs with the latest fixes to kDoBresen
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changes regarding hunk pointers in r0d555c4
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This is a bug in the SCI32 class library, and there are similar workarounds
for a number of SCI32 games.
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SCI scripts can contain stale pointers, which are used later on. We now delete
the contents of hunk entries without invalidating the relevant pointers and let
the GC clear the references. Many thanks to waltervn and wjp for all their work
and help on this.
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While fast forwarding a song, disable its hold value together with any possible
sound looping, so that the song won't loop forever.
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Ignore requests to alter a song's hold value while it's being faded, and reset
a song's hold value when fading starts. This ensures that the song will actually
stop when fading is done and won't keep looping forever.
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detection code
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SSCI does a shr 1; shl 1 here in SetOrigin.
This fixes a crash in the ending scene of SQ3 (#3194199).
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Confirmed with QfG2 disassembly (the only 1_EGA_ONLY game)
that it behaves the same as SCI_VERSION_1_EARLY games, except
for the uninitialized read already mentioned in kDoBresen.
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This renaming allows us to better distinguish that this version is for games
that only had an EGA version, and avoid confusion with newer SCI1 game releases
with EGA graphics (e.g. KQ5 EGA). The only game with this SCI version is QFG2,
a SCI1 EGA game with a parser. Also, added some games for each SCI version.
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