Age | Commit message (Collapse) | Author |
|
|
|
This fixes the the SCI32 incarnation of Trac#5343
(defect#3061964): Savegames with no name can't be restored
|
|
The approach to video benchmarking used by SCI engine does not
translate very well to modern video devices -- it will either be
so slow that the games think the system is not capable of showing
normal visual effects, or so fast that the benchmarks overflow
their counters. So, game scripts that perform video benchmarking
are now patched to unconditionally return the highest speed value.
A pleasant but subtle side-effect of this change is that the extra
time sitting at a blank screen before the start of a game (while
benchmarks ran) is now gone.
Fixes Trac#9741.
|
|
|
|
Fixes Trac#9739.
|
|
|
|
Also add a bit of info to the German detection entry of
Phantasmagoria 2. Also add URL to censorship information on our wiki.
|
|
|
|
Fixes Trac#9742.
|
|
Fixes Trac#9750.
|
|
This reverts commit c02f2674ad3533aebd6c5dbcaf47f3e1d20904a4.
Two minutes after committing this, the author of the ticket
resolved the problem, which was caused by missing VMDs.
|
|
Refs Trac#9740.
|
|
Closes Trac#9745.
|
|
Closes Trac#9738.
|
|
|
|
Script buffer data is modified after a script is loaded by
savegame operations, and, in SCI16, by string operations. Casting
away const to allow these mutations to happen is not a very good
design, so this patch just changes the privately held reference
to data to be mutable. (Public accessors still return immutable
data.)
|
|
|
|
This flag was used in SSCI to read from VRAM instead of from the
back buffer when a mouse interrupt was received in the middle of
a back buffer update. Since ScummVM controls when mouse events
are received via polling, it is not possible to receive a mouse
event in the middle of back buffer updates, so this code is
unnecessary for the engine to work properly.
This also fixes Valgrind warnings about use of uninitialized
memory at the start of the game, caused by not filling the cursor
memory buffers because `_frameNowVisible` was false until the first
frame was rendered.
|
|
|
|
|
|
up selectors
At least some versions of Island of Dr Brain have a bMessager
instance in script 0 with a var count greater than that of its
class. This probably should never happen since it means the
object has a variable with no corresponding selector.
The next commit adds some extra sanity checking code to object
initialization, to warn on any other games where this happens.
|
|
SCI3 resources appear to already be properly handled.
|
|
GK2 on Steam comes with an extra bogus resource map file which
would previously cause ScummVM to refuse to load the game due to
a mismatch in the number of map & volume files. This does not
cause any harm, but is a pain for users (since it requires them to
manually delete the file, and it will be recreated if a user runs
the Steam game file integrity check), so allow the game to load
with a warning instead.
|
|
|
|
|
|
This information comes directly from script data and is not
modified at runtime, so it does not need to be persisted in save
games, but does need to be set when reconstructing clones.
|
|
Since SCI3 scripts use selectors instead of offsets as operands
to property-related opcodes, the disassembler can look up and
display property names everywhere (unlike SCI2.1 and earlier,
which need to know the object being operated on to look up the
correct selector for a given offset).
|
|
In SCI2/2.1, variable indexes are used along with a range encoded
in the interpreter executable to determine whether an object
variable is a view-related variable. Operands to aTop, sTop, ipToa,
dpToa, ipTos, and dpTos are byte offsets into an object, which
are divided by two to get the varindex to check against the
interpreter range.
In SCI3, objects in game scripts contain groups of 32 selectors,
and each group has a flag that says whether or not the selectors
in that group are view-related. Operands to aTop, sTop, ipToa,
dpToa, ipTos, and dpTos are selectors.
|
|
|
|
|
|
|
|
|
|
This is necessary for at least Lighthouse, which maintains the
state of Robots across save games.
|
|
Export functions may be relocated above 64k in SCI3, but exports
that do not have an entry in the relocation table must be handled
the same as SCI1.1-2.1.
|
|
The variable count returned by Object::getVarCount is populated
by variable 1 in SCI1.1, so specially reading the variable
explicitly for that engine version is not necessary.
|
|
|
|
There does not appear to be any reason to use a bit field instead
of a simple boolean for this one flag, since there are no other
flags that need to be set on Object like this.
|
|
|
|
|
|
Script_Offset is only ever used for lofsa/lofss opcodes.
|
|
|
|
|
|
In SCI3, index-to-selector tables no longer exist in compiled
object data (instead, the SCI3 VM uses selectors directly and
object data contains a bit map of valid selectors). In ScummVM,
the table is generated by Object::initSelectorsSci3 for
compatibility with the design of the ScummVM SCI VM. For
consistency, _baseVars is converted to use a standard container,
which works for all SCI versions.
The table for SCI3 property offsets is also changed to use a
standard container instead of manually managing the memory with
malloc/free.
|
|
|
|
|
|
Locals offset needs to be set even when the script has no exports.
|
|
|
|
Skipping a search for .CSC scripts when any .SCR files exist does
not work with at least Phant2, because it comes with an INSTALL.SCR
file. Searching unconditionally for .CSC files should not cause any
issues since the game scripts will either be in .SCR format or in
.CSC format, not both in the same game.
|
|
|
|
|