Age | Commit message (Collapse) | Author |
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This is intended for early SCI2, but should work with older SCI too,
not that we need it.
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This implementation is not 100% engine accurate, but it is
more accurate than what was there, and hopefully the differences
between this and the engine code are merely cosmetic.
The known (intentional) differences are:
1. Uses ScummVM rects inside the engine code, converting to/from
SCI rects on the kernel edges and when scaling
2. Fewer side effects when performing operations that *should*
have been pure from the start (like text dimension calculation).
Still not side-effect-free, but at least things like colours
and alignment do not need to be reset every time a measurement
is taken, unlike in the actual engine.
Editor controls and some other kBitmap code are temporarily
disabled as a result of changes to GfxText32 until they can be
updated to be engine-accurate.
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So that hopefully the signature will match for all versions
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Fixes game title views not shown while they are scaled in.
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Fixes bug #6247
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This first of all combines both detection entries and makes it
possible so that the user can directly choose English or Japanese
without having to add the game twice.
But it also fixes the in-game option to switch between English
and Japanese. Prior to this commit it was only possible to for
example switch from Japanese to English once, but it was not
possible to switch back without quitting the game and starting it
again.
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- Add "kAnimate fast cast state" to "version" debug command
- Make it possible for script patcher signatures to get fully
used outside of the regular script patcher
- Remove previous fastcast detections and replace them with
a signature heuristic
- Remove object name checking, when fastcast global is set
- Heuristic detects "fast cast" support incorrectly for multilingual
KQ5, but it seems the game never sets the global, so it won't
matter. KQ5 CD (also SCI1 late) has fastcast support.
- Remove hack in GfxView::draw
- Add lots of comments to ScriptPatcher class
This fixes EcoQuest 1 Floppy showing the anemone on top of the
message box (see bug #5170)
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Fixes graphical issues, when restoring saved games.
SCI32 did not clear the screen and also did not even redraw the
screen on restore. It only redraws elements that have changed.
Behavior verified using TSR in DOSBox (see comments).
Also added comment about clearing the screen for SCI16.
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Game checks for file CDAUDIO. Currently the kFileIO(Exists)
code is working pretty slowly on at least Windows. Needs to get
fixed properly by enhancing SaveFileManager().
This is primarily for branch 1.8.0.
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- Patch game super object for saving instead of game object
- Remove re-adding planes+screen items, game::replay does that
We would only have to do that for soft-failing on restore
- Change debug levels of kNumLoops/kNumCels to 9
- Add special comment about -info- selector in syncWithScripts()
This should now make ScummVM menu saving work properly at
least in SQ6.
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Fixes restoring saved games, when ScummVM dialogs are patched in
Removing clearing planes+screen items as well, because the scripts
actually did that, but did not clear everything.
Fixes "Invalid screen item" message when entering options menu,
after restoring in SQ6.
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debugflag Graphics
level 6 for Add+Delete
level 7 for Update
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Fixes view-loop for PC version
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It was comparing ScreenItem*'s directly, instead of objects.
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Lists can contain gaps if they're searched before Pack() is called.
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This caused planes and visibleplanes to go out of sync when loading.
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Removed the superfluous initForDetection() function, which was not
updated in commit 2f17ba2b0ab77ef939c21efa04f7aaafccbd0c37 and
caused the fallback detector to crash because of uninitialized
variables
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Forgot to mention that in last commit
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Cursor handling is quite different in Mac SCI versions. Among other
changes, the screen where a zoom cursor was used in Freddy Pharkas
has been redesigned to work without such a cursor, and the relevant
zoom cursor call has been stubbed
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The old one would continue reading from outerRect after it was deleted.
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Plenty of hotspots seem to work now
Not fully done yet
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