Age | Commit message (Collapse) | Author |
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SCI11 doesn't have split volumes after all. Fixes The Dating Pool.
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Hoyle 5 does not show subtitles, even though it does contain text for
all of the included speech in its resource files
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Fixes #11006
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Fixes QFG4 bug #10765. It's preferable to have sanity checks in the
code, rather than crashing due to invalid draw rectangles from buggy
game scripts. It's no use checking which specific interpreter versions
had sanity checks and trust the game scripts of the other interpreters.
Thus, it's easier and safer to always enable these sanity checks.
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Fixes bugs #10747, #10760
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Also gate them behind the presence of a 184.VOC resource instead of GID_CATDATE. This should not matter with regards to the remap effects -- the 2015 and 2016 demos had none, and the first that did has an unknown release status. Only the 2017 demo would fall, which would be easily fixed by dropping in a valid 184.VOC patch file.
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I haven't found an elegant and non-intrusive way to squeeze SCI0 support into LordHoto's existing code. The drivers are too different. So I made some rearrangements. The basic mechanisms of LordHoto's SCI1 code should remain the same as before, though. I only introduced some more classes, moved some code into these classes and renamed some things (mainly for myself, so as not to get confused).
I fixed two voice mapping bugs in the existing driver code. The first bug in bindVocies() effectively hindered the driver from playing anything at all when the CMS_DISABLE_VOICE_MAPPING #define wasn't set (_voice[i].channel == 0xFF instead of _voice[i].channel != 0xFF). The second bug in unbindVoices() was not a complete show stopper, but the function simply did not "unbind the voice". The line which does the actual removal of the channel assignment was missing.
The SCI0 driver portions have been tested with: PQ2, KQ4, LSL3, QFG1, ICE and COC.
SCI_0_EARLY versions apparently don't support the CMS. At least I haven't seen a driver file so far. And there seems to be no no instrument patch resource. Although the latter issue needn't necessarily be one, since the patch data array in the driver is actually preset with data (which gets overwritten as soon as a patch file is loaded). Maybe this would work for SCI_0_EARLY. However, I haven't tested this, since I really would have have a look at a driver file first if one actually exists. For now, I have limited the driver to SCI_0_LATE.
SCI1 has been tested with KQ5 and LSL5 (not extensively, just to see whether anything got broken and whether my voice mapping fixes work).
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(somewhat difficult to make out any difference, but it does affect the envelope processing)
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Conflicts:
engines/sci/engine/script_patches.cpp
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Fixes bugs #10835, #10844, #10989
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Fixes lockup, animation, and flag bugs when hiding in the
electronics store, bug #10977
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Reverts an unintended change to the message recursion loop introduced in
56ea963cea3cdf04c44d3d6f545df664f4a27e8d that breaks the message stack
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Fixes two similar bugs where inventory items reappear after being
used due to incorrect or missing flag checks
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Adds a new workaround system for known broken messages and their
corresponding audio and sync resources. This replaces all special
cases in c++ and several script patches with data structures and
generic handling.
Common message bugs:
- Wrong tuple requested by game script
- Wrong tuple in message resource
- Wrong message text that exists in another record
- Missing message text
- Audio or sync resource with different tuple than message
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Fixes bug #10969
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Prevents backend events such as EVENT_SCREEN_CHANGED
from being misinterpreted as SCI keyboard events
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- Remove unused parameters
- Initialize potentially uninitialized variables
- Use Common::String instead of a fixed buffer
- Remove redundant parentheses
- Change float suffix to be uppercase
- Fix spacing
- Fix integer left shifts with boolean variables
- Fix potential division by zero
- Fix missing breaks
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Fixes 17 message texts, bug #10964
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