Age | Commit message (Collapse) | Author |
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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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This fixes digital samples in at least QfG1, SQ3, LSL5. Bug #7159.
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SCI32: Improve FileIO read-write support
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At least Phantasmagoria and PQ:SWAT require this.
This adds a ReadStream/WriteStream to support this. It replaces
the previous VirtualIndexFile which required reimplementation of
most read/write functions.
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Wasn't bug #6571, but bug #6751
Thanks to omer_mor for spotting it
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This reverts commit 61a8a5a88f4f02f1d4cdd3523ad6cec63701d8dd.
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Fixes bug #6571
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SCI: Clean up some aspects of call handling
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Controls that manage their own event loops and call frameOut
directly generally need to sleep in order to avoid 100% CPU,
just like the main VM event loop.
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The ExecStack constructor set argp[0] to argc before. This is now moved
to the caller, to make this action more explicit.
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Modifying a value above the stack pointer doesn't seem to make much
sense. This was added in FreeSCI back in 2002 in a pair of commits that
did not make clear what the purpose of this was. My guess is that it
attempted to adjust argc, but failed. This wouldn't have been noticed
since argc was always set correctly by make_exec_stack_entry (which is
now the ExecStack constructor).
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ExecStack now stores the kernel call number as well as the subfunction.
This allows kStub and backtraces to log the actual subfunction called.
The kernel call number in ExecStack used to be stored in the
debugSelector field. It now has its own field, to avoid confusion.
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The way dimensions of scaled screen items are calculated changed
over the lifetime of SSCI. In early low-resolution and
mixed-resolution games, scaled drawing needed to use at a global
cadence across the entire screen to ensure proper alignment, but
in later games (like Torin), local scaling of individual screen
items seems to be the way scaling is performed.
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