Age | Commit message (Collapse) | Author |
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Fixes Trac#9648.
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In PQ4CD, when leaving the shooting range through the front door,
some transition screen items will be generated that have invalid
dimensions. SSCI simply clips these rectangles to zero.
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PQ4CD and several other games contain a hack in two renderer
methods to avoid rendering invalid screen items with zero or
negative-dimension target rects. This prevents PQ4CD from
crashing during the fifth phase of target practice.
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Failing to reduce the size of the ScreenItem arrays causes other
parts of the decoder (like RobotDecoder::getFrameSize) to try
reading ScreenItems that were already destroyed and nulled out in
the list. (In SSCI, the screen item count was held in a separate
property instead of being part of the screen item list.)
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The original interpreter created subdirectories for each in-game
profile, but copying this behaviour would add a lot of
superfluous complexity to the save game system in ScummVM, and
may not be portable to all supported platforms. Instead, when the
game tries to save its files to a subdirectory, the backslash in
the file name is replaced with an underscore so it can be created
successfully on filesystems where backslash is an illegal file
name character.
This has a side-effect of causing all save games to be displayed
under all profiles, instead of just the ones "belonging" to a
particular profile, but this seems like a reasonable trade-off
given that there is no reason to play this game with more than one
profile.
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When the Resource is deleted, it will deallocate the memory, so
it is not necessary to do that manually.
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This is most noticeable at the beginning of the game during
benchmarking, where the benchmarking loop used to cause the mouse
to get stuck for the duration of the benchmark.
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The bytesWritten variable is not used if SCI32 is not enabled. Fixed by
adding this and success flag to the debug console print.
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KQ7 2.00b includes a SIERRINF.OLD file which should not be matched.
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SCI3 includes four new opcodes:
* op_info[0x26][0] puts -info- flag in accumulator
* op_infoSP[0x26][1] pushes -info- flag to stack
* op_superP[0x27][0] puts -super- reference in accumulator
* op_superPSP[0x27][1] pushes -super- reference to stack
The implementation of these opcodes was correct already, but the
opcode names given were a bit misleading (the value is not always
stored to accumulator), and magic numbers were used for these
opcodes in places.
A review of the opcode table in Phant2 indicates that there are
no other new opcodes for SCI3.
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Since this feature is now implemented, it is not necessary to
describe its intended functionality here.
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Different subops have different call signature requirements.
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With this bug, whenever a string was trimmed from the right, the last
character was always cut off, even if it wasn't whitespace. This was
apparent in the RAMA demo, which parses a text file for its scenes,
and each line is trimmed
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Additionally, add workaround to fix up old QfG3 saves with broken
_palVaryPaused state. Fixes bug #9674.
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This bug existed in SSCI and was pulled in carelessly during
initial implementation of SciArray. Closer examination of SCI3
reveals that this only happened to work in SSCI because it would
always allocate on the first resize, and would always allocate 25
extra elements per allocation.
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In GK2, restoring a save game causes the segment manager to reset
in the middle of a kListFirstTrue call, which invalidates all
pointers and reg_ts to stored data. This means that when
kListFirstTrue tries to decrement the list recursion counter at
the end of iteration, it is writing to freed memory, potentially
resulting in heap corruption.
SCI3 added checks to prevent this from happening, but these checks
seem like they should have also been applied to some SCI2.1 games
as well (like GK2).
Since there should be no negative side-effect to this check, it
is applied universally to all SCI32 games.
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GK2 includes some VMDs in the RESSCI.00n volume bundles for the
chase scene at the end of Chapter 6.
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This fixes the crash in PQ2 1.002.011. There is another workaround
for the same problem from ticket Trac#5223, but it uses a different
method name that does not match in this version of PQ2.
Fixes Trac#9670.
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Original patch caused a text window to be shown at the cliffs
(copy protection), even when audio-only mode was active.
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Used by at least Phantasmagoria 2.
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This bug exists in a system script that is called from many, many
rooms, so it is simpler to just make the workaround apply to all
rooms.
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SSCI's last resort comparison here was to compare the object IDs
of planes & screen items, but this randomly breaks (at least) the
"you have died" dialog at the end of Phant1, and text & buttons
in Hoyle5, even in SSCI itself.
This commit changes last resort comparison to use a monotonically
increasing ID instead, which keeps objects with identical priority
& z-index in creation order when compared.
Fixes Trac#9585.
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This sequence is used in Hoyle5 when viewing the rules for a game.
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