Age | Commit message (Collapse) | Author |
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When new bitmaps are added and the underlying Common::Array needs
to move to expand, this invalidates all pointers to bitmaps, which
makes it basically impossible to use the bitmap segment since you
never know if a reference is going to be invalidated due to an
array move.
To solve this, BitmapTable is changed to hold pointers to
SciBitmaps that are allocated separately on the heap instead, so
when those bitmaps are looked up, the resulting pointers are valid
for the lifetime of the bitmap, instead of the lifetime of the
Common::Array used internally by BitmapTable.
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In the original engine this would have simply resulted in no draw,
but ScummVM is more strict about it. It is not 100% clear whether
these are normal and should be allowed or not, so for the moment
we'll emit a warning whenever a zero-dimension show rect is seen.
For now they only seem to be generated by plane transitions, and
these zero-dimension screen items cannot simply be omitted because
the 2.1early transitions code requires a fixed number of screen
items per step.
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This is used by Torin in room 50900.
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This commit implements all of the known plane transitions from
SCI2 through SCI2.1mid games. Because kSetShowStyle is always
called indirectly via the Styler game script, it is difficult to
find all the places where transitions are used. As such,
transitions that appeared to never be used have been added as
stubs which will trigger a game crash with a message to report
what was being done, so any missed transition types can be
identified quickly and then implemented.
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Bitmaps in ScrollWindow and Robot code are managed by the kernel
and not by game scripts, although they must be able to be
referenced through a reg_t. To prevent incorrect GC of bitmaps
that are in use but not referenced by any game script, explicit
memory management of hunk entries can be enabled.
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This will all be overhauled in the future but for now it is best
not to crash when playing AVI/SEQ files.
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Add detection to the Hoyle 5 family of games
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Added games are:
Hoyle Classic Games
Hoyle Bridge
Hoyle Children's Collection
Hoyle Solitaire (CD and Hard Drive versions)
Additionaly, kGetConfig was modified to support two settings used by
these games: "laptop" and "jumpto".
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1. Use the same throttling speed as normal frameouts. The
old throttling speed seemed a bit too slow.
2. Exit the event loop immediately if the engine is supposed to
quit, instead of forcing the user to wait until the transition
has finished before quitting.
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LSL6hires calls 0x23 (Graph/Robot) from game scripts, but it is a
null function in the game's interpreter.
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Some games load palettes that include color 255, but this is
hardcoded to white in SSCI, so just ignore it during merges since
it is ignored when the hardware palette is updated anyway.
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Avoid forcing the screen to refresh after a palette change if the
screen is also about to be drawn to, as the palette change + draw
is intended to be an atomic operation.
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This reverts commit 1ab87e3f8f24b19f5b9257dd9e6c5118b1a00f1d.
VMD and DUK are the formats that get blacklined, not Robot.
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KQ7 DOS uses Robot video in place of AVI.
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Subtitle box should now always use color 255, which should be
white all the time. Normally it uses color 7, which is white
most of the time, but for example pink/purple at the start of
chapter 5.
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With the addition of the transparent pic type code, the _type
property would be read uninitialised by setType if _pictureId was
set to kPlanePic.
CID 1357230, 1357231.
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CID 1357229.
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Sometimes, games accidentally use palette entries that are not
marked as used and expect them to be a particular colour, like the
Phantasmagoria title screen, or the white palette entry (always
255 in DOS/Win).
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Several functions in Audio32 would call into the mixer to pause
or resume the audio handle, which would cause a deadlock if the
mixer's mixCallback timer fired while one of these functions was
running on the main thread.
To address this, calls to mixer to pause/unpause the digital audio
handle have been removed. Since this was just an optimisation to
prevent unnecessary calls to fill the audio buffer, the only
problem now is that a tiny amount of CPU is wasted on unnecessary
callbacks to read from the empty SCI mixer.
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Volume was lowered, but not raised afterwards for certain cases
Original script patch was commited in
b676530528349842ad178d02a2cbe49a0facd68e
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Needs lots of testing of course
Applies to 1.51 and 2.00
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The subtitles in KQ7 were not finished and don't quite work right,
drawing off the screen and in weird positions. They could probably
be fixed with some aggressive script patching, but for now, they
are just disabled (as they are in the official release).
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Ow. My eyeballs.
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