Age | Commit message (Collapse) | Author |
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The field at +8 is for the MemID associated with a relocation.
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Used by LSL7.
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Map format is the same as SCI2/2.1 and volume format is detected
correctly as SCI3.
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This happens e.g. on the About page in LSL7 because of an
interpreter problem where bitmap handles are destroyed and then
reused without a kFrameOut call to remove old screen items from
the visible plane list before a kIsOnMe call that causes the
engine to try to read from reused bitmap handles with different
contents and dimensions.
This replaces bad memory reads on the About page in LSL7 with an
assertion failure, until the problem with the About page can be
properly addressed.
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This code branch, existing since at least SQ6 but apparently never
used by any SCI2/2.1 game, is in fact the algorithm used by SCI3.
This fixes (at least) doubled rendering of transparent surfaces
like the background of the inventory window and conversation
choices panel in LSL7.
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This was causing uninitialised garbage data from the scale buffer
to be drawn to the screen.
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Used by RAMA, when playing a video at the Hub Camp computer at the
beginning of the game (room 1004).
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In Phant2, when going to email on Curtis's office computer, a
screen item that contained a bitmap on the last frame was updated
to contain a view on the next frame. This crashed the engine when
it tried to reuse the old disposed bitmap instead of the new view
because the cel type was never changed from kCelTypeMem to
kCelTypeView.
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This command lists all resources that are currently loaded into
memory, plus the number of locks that exist on each loaded
resource.
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lookupSelector will raise an error if the passed object ID is
invalid.
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The boost is intended to compensate for the darkness caused by the
black lines, so should not be applied when there are no black
lines. This fixes too-bright videos in at least LSL7.
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In at least RAMA, when using the pocket computer to view a mail
and then pressing the "return" button, the ScreenItem containing
the VMD will be destroyed before the VMD player is told to close
the video, resulting in a use-after-free trying to access the
bitmap ID through the deleted ScreenItem.
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Previously, this code was interpolating samples if the previous
block had missing samples, instead of interpolating when samples
are missing in the upcoming block of samples.
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This should make things trivially faster, and matches more
accurately how the original engine worked.
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The typo was `if (kCelTypeColor)` instead of
`if (type == kCelTypeColor)`. Changed to use a switch instead for
improved clarity and code intelligence.
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Fixes text scaling gone mad in Phant2.
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This fixes bad variable relocation in Phant2 causing the game to
crash when reading object names.
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Some games are not moved to ADGF_TESTING yet because they have
not been played through completely:
* QFG4
* PQ:SWAT
Some games are not moved to ADGF_TESTING yet because they are
broken:
* Chest (fails to read/parse its custom archive files)
* Hoyle5 (Poker DLL needs to be reverse-engineered; main menu
needs to be "fixed" for budget derivatives that only contain
some of the games and used Windows shortcuts to bypass the menu)
* MGDX (missing MIDI playback)
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Save games created by earlier versions of ScummVM are prone to
having subtle graphics problems or other corruption caused by
incomplete save/load code.
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Sometime during SCI2.1mid, the palette manager was changed to
save and restore the source palette, and to add in-game gamma
correction. Previously, only the vary start and target palettes
were saved, and gamma correction was only configurable in SSCI by
editing RESOURCE.CFG.
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Commit 5de2668939a6735da2b3438b7c586fc185791ef8 silently changed
behaviour from running this code only when restoring a game, to
running all the time, in an apparent copy-paste error.
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