Age | Commit message (Collapse) | Author |
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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.
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SCI32 has its own audio handling code, but audio sync code is the
same as SCI16.
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Most SCI32 games draw a "fred" object to the screen when the game
first starts to benchmark video performance. When framerate
throttling is enabled (which fixes many/most timing-related bugs
and reduces system load caused by unnecessary graphics updates),
the game's performance check will think that video card is slow,
causing some "high-performance" game features to be disabled.
To avoid this, we simply disable throttling during benchmarking by
detecting the "fred" object.
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CID 1356125.
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At the base of the giant tree, when entering from the top east path,
the hero can get out of bounds and walk freely in the room.
This is caused by an incorrect cutoff used to determine whether the
hero entered from the top or bottom path.
The patch changes this cutoff, and prevents going out of bounds.
Fixes bug #6693
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The CLUT for 16-bit graphics is not saved in SSCI (nor is it
normally even part of the palette manager).
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The two-argument implementation is correct and works properly.
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SSCI did not initialise minDiffIndex and would always flow into
the condition that sets it, but some compilers complain that the
value may be used uninitialised, so we will just set it to map
back to its original palette index by default.
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Titled text bitmaps do not appear to be used by any game scripts.
They seem to only be used by the error manager in SSCI, but
ScummVM has its own error handling, so we don’t need this
implementation.
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CID 1351617, 1351618, 1351619, 1351620, 1351621, 1351622, 1354791.
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This ensures that if there is a bug in the drawing code that causes
the row to be unset, it will not result in silently reading garbage
out of random memory.
CID 1354802
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The previous implementation did not work properly, assigning the
next insertion index to the oldest object instead of filling empty
cache slots on a cache miss.
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The old name matches the selector, but isn’t as clear.
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These fields were written and never read in SSCI.
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LSL6 hires sends rectangles to kernel calls that have negative
dimensions. SSCI did not care about this and would simply accept
these invalid rects, so we do the same, at least for now.
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The control panel initialisation script makes an invalid two-argument
call to get the width of the settings dial; this only happens to work
because the third argument on the stack was set to zero by an earlier
call.
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The hero is unable to tell Rakeesh and Kreesha about the Simabani
initiation, which would award him 3 points.
This is caused by a heap bug in room 285: the local array of possible
messages omits this message.
The patch fixes the bug by adding this message to the array.
Fixes bug #7086
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Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
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SCI: Added several Atari ST games.
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This allows to store pointers and fundamental types in a SegmentObjTable.
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This makes code not use _table directly whenever possible. An exception is the
save game code which is not easy to adapt due to design deficiencies.
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The former template hack relied on specialized functions for various types. We
use a hand crafted set of functions for serialization functionality now.
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Implement Custom Audio CD Support for Win32, Linux, and Mac OS X.
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+ add info that 001.0.06 is the US release
+ cleanup
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This did not cause any known bugs, but is wrong according to the
way the actual engine works.
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