Age | Commit message (Collapse) | Author |
|
|
|
RAMA has its own custom save game format that game scripts write,
but we still want to be able to use these save game files from the
ScummVM launcher, so the metadata has to be able to be written
separately from the rest of the game saving.
|
|
function
|
|
Preparations for adding support for RAMA's custom save game format.
|
|
|
|
The maxSize given when generating a SegmentRef is supposed to be
the maximum size of raw data that can be held inside the offset-
part of a reg_t, not the entire size including the segment.
This fixes a buffer overflow in "Inside the Chest", which still
does not work, but at least doesn't cause heap overflows anymore
with this change.
|
|
Torin RU map 38140 has an unusual terminator entry; instead of a
normal terminating entry of 11 FFs, its terminating entry is
03 FF FF FF FF C4 36 01 FF FF FF. So, two changes are made:
1. The end-of-map check is now the same as in SSCI1.1+ and only
checks that the final byte of the Audio36 tuple is 0xFF,
instead of the entire tuple;
2. The unneeded entry size heuristic has been turned off for
all SCI32 games.
A quick check of the English versions of LB2CD, EQ1CD, SQ4CD, and
KQ6CD, as well as all English SCI32 games, indicates that this
approach seems to be working correctly.
Fixes Trac#10188.
|
|
The original installer copied RESOURCE.SFX to the hard drive so
there was only one RESOURCE.SFX on CD 1. Instead of requiring
users to create duplicates, just use the single RESOURCE.SFX if it
exists.
|
|
I missed these lines when going through things earlier.
|
|
This fixes a problem in Lighthouse 2.0a where the mini-sub would
fail to start playing the animation of the shipwreck when clicking
on the throttle.
In SSCI, in SCI3 only, r_acc was (inadvertently?) set to the
superclass object ID whenever a super call was made. This happened
because OP_super would call to get the superclass object ID, the
calling conventions of the compiler put this return value into EAX,
and then the PMachine message processing code put whatever was in
EAX into r_acc before each message was processed.
In the game code, there are a sequence of steps that look like
this:
* First, throttle::doVerb is called when throttle is clicked on;
* Which calls getRobot::doit to tell the shipwreck robot to start
playing;
* Which calls wreckBot::init to reset the Robot for the animation;
* Which calls Hiliter::hotVerbs(0) to remove cursor hotspots;
* Which calls Hiliter::dispose to clean up since it is not used;
* Which causes Hiliter::verbList to get set to 0.
* Later, verbList is loaded into r_acc, and it is still 0;
* Then, Hiliter::dispose makes a super call to Obj::dispose;
* Then, Obj::dispose does nothing except call kDisposeClone,
which does not mutate r_acc, so r_acc is still 0 from verbList;
* Then we return back through 5 calls to throttle::doVerb;
* Then throttle::doVerb checks that r_acc is non-zero, and if so,
adds wreckBot to theDoits global, allowing the animation to
occur.
In ScummVM, without setting r_acc in the super call, the non-zero
check failed and the wreckBot didn't get put into theDoits, so the
entire sequence fell apart. In SSCI, the non-zero check happened
to succeed because the Obj::dispose super call put the Obj class
into the accumulator. So now we do that too, and now Lighthouse
2.0a works here.
Earlier versions of SSCI used EAX for other things in between the
OP_super call and the message processing, so would set r_acc from
different data, so this change does not apply to those versions.
|
|
|
|
|
|
|
|
|
|
|
|
This improves the behaviour at the end of PQ4 when navigating the
warehouse with the flashlight by getting rid of mouse events that
may have been queued before the mouse warp to the other side of
the screen is performed. Without this, frequently, those extra
events would then be processed and cause the mouse to jump back to
the opposite side of the screen, triggering another navigation in
the opposite direction.
This patch really only helps when mouse capture is enabled in
ScummVM as well, but it does allow the sequence to be played
pretty much normally in that situation. Additional (pending)
patches to ScummVM itself are needed to move the mouse to the
correct place when mouse capture is off and the system mouse moves
outside of the game window.
Refs Trac#9689.
|
|
|
|
|
|
In the DOS interpreters, this function is a no-op. Lighthouse calls
it regardless of platform, so dummy it out for non-Windows
platforms. This is not known to address any particular issue, and
is really just to eliminate the warning about an unknown
configuration setting when starting Lighthouse in a manner that is
compatible with the original interpreter.
|
|
This wait function is used by kernel calls other than kWait, and
those other functions do not mutate r_acc in SSCI.
|
|
This fixes placement of "File", "Note", "From" and "Subject"
content.
See bug #10034
|
|
Gabriel's "I can't believe I'm doing this..." line was cut off.
This script patch stops that from happening.
|
|
comments only
|
|
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
|
|
* Make alignment of operation comments consistent
* Make patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
|
|
* Make alignment of operation comments consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Make identifier suffixes and patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
|
|
* Make patch descriptions consistent
|
|
* Minor clarity fixes to comments
* Make patch descriptions and patch table ordering consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Fix a patch to use jmp instead of waste bytes
* Make identifier suffixes and patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes and patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Make identifier suffixes and patch descriptions consistent
|
|
* Make patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes and patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Make alignment of operation comments consistent
* Make patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
* Remove no-longer-needed script patch for day 10 room 808, which
has been fixed using a different, generic mechanism since commit
e8c429832f7b6393f853fd6d9ce8ba2e62f6a93c
|
|
This makes the game menu able to handle a 3rd state, so that the
game shows text but also play speech at the same time.
We need to inject our own view for the new button to really show
up. I'm not that experienced with the SCI32 graphics code, which
is why I prefer snover to do this part.
Right now it will show the button with text selected 2 times in
a row. The first "text" button is the dual mode / "both" state.
Anyway, thanks to snover for notifying me of this game needing
dual mode patched in and also for some help.
|
|
Now it says "BOTH", just what the button in SQ4 says as well.
|
|
This fixes a bad play call by replacing it with a fade call.
The newRoom function In script rm23v090 (room 23090) was
calling a play function with 5 arguments, but the play
function only takes 4 arguments. Since it looks like a fade
call it has been replaced with that.
Fixes Trac#10200.
snover helped.
|
|
Now those say "BOTH", just what the button in SQ4 says as well.
|
|
Fixes Trac#9744.
|
|
This fixes overlapping of the left arrow in all cases, but the
scroll delta and initial offset of inventory items will only be
fixed in new games because the affected objects are global objects
whose bad properties get persisted into save games.
Fixes Trac#10037.
|
|
The game has a feature where it will automatically create a save
game when you quit the game through the in-game control panel (or
when you die, for some reason).
Unfortunately, due to bad programming, this automatic save would
just overwrite whatever was in save slot 1 (slot 0 in the original
interpreter). Find this attempt to auto-save the game and redirect
it to the auto-save slot. This might not be totally correct, but
it is at least better than destroying a save game.
Fixes Trac#10201.
|
|
|
|
|
|
@sev- had asked why these flags were added a while ago (I had been
instructed this was the right thing to do when I asked in the past)
and ever since then it has been bugging me more and more that they
are there, since they serve zero purpose except to make the game ID
longer. In the past, it may have been the case that the SCI16 &
SCI32 code mixing meant that SCI32 games needed the CD flag for
things like managing subtitles, but at this point the only use of
the CD flag within the SCI32 engine is for the few games that
actually have different CD and non-CD versions. So these flags are
gone now.
|