Age | Commit message (Collapse) | Author |
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This fixes delayed mouse cursor updates during the chase scene in
Phant1.
Refs Trac#9975.
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If a user fails to rename audio files in the required manner when
copying them, detecting multi-disc audio by looking for a renamed
audio file does not work very well. Looking at RESSCI.00n is a
better choice, though this is not completely valid since e.g.
Rama 1.0 US has only one RESOURCE.SFX volume which its installer
copies to the hard drive, so a little more work will need to be
done in the future to find and fix these kinds of edge cases.
Refs Trac#9976.
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Since Resource::makeStream returns a MemoryReadStream which will
not attempt to free the resource memory, it is fine to always
dispose those streams and get rid of the separate resourceStream
property, which was a holdover from some past WIP resource design
which no longer exists.
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makeSOLStream was leaking the SeekableSubReadStream object it
creates itself if it was not called with DisposeAfterUse::YES. That
substream is an implementation detail which should not rely on
the caller to be destroyed.
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Since these later SCI32 games weren't really designed to work with
subtitles-only message mode, if this doesn't work consistently or
breaks the games a lot in other places, the subtitles-only message
type could possibly be implemented in some other way, like by
messing with the game's speech volume global instead.
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This fixes at least Lighthouse audio 808 in room 270, and audio
801 in room 810.
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Fixes Trac#9793.
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In b4c0be8b42d63cbf3c808be1a94839483f674ce9 keyboard events were
adjusted to send control characters to game scripts, which matches
how keyboard input works in SSCI. Unfortunately this broke games
using kMenuSelect because that kernel code was not expecting to
receive control characters.
Here is an amended list of known types of keyboard shortcuts, for
future reference:
* All games with text inputs (Ctrl+C clears text boxes)
* Most games using MenuBar, like QFG1EGA (Ctrl+P pauses the
game, Tab or Ctrl+I show inventory)
* QFG1VGA (Ctrl+S shows stats)
* Torin (Ctrl+N, Ctrl+O, Ctrl+S, etc. activate menu commands)
* LSL1VGA & LSL3 (Ctrl+Alt+X to bypass age check)
* Most in-game debuggers (Alt+T for teleport)
The shortcut handling code is still not 100% accurate since there
are some edge cases that are not implemented (e.g. in DOS/SSCI,
Shift+Ctrl+<key> usually sends the same key information as
Ctrl+<key>, but not if <key> is Tab), but it should now be working
in a consistent and rational manner for end-users.
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Used by:
* All games with text inputs (Ctrl+C clears text boxes)
* QFG1VGA (Ctrl+S shows stats)
* Torin (Ctrl+N, Ctrl+O, Ctrl+S, etc. activate menu commands)
The branch that used to shift control keys for SCI versions <=
SCI_VERSION_1_MIDDLE was bogus; history indicates it was intended
to be used to fix backends that sent control characters when
Ctrl+Alt were used together, but that case is already handled by
the Alt-checking code just prior to that code. Games expect to
receive control characters only when Ctrl is the only active
modifier, and this seems to be consistent across all versions of
SCI engine from SCI0 all the way through at least SCI2.1.
Fixes Trac#6703, Trac#9837.
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Refs Trac#9776, Trac#9864. Fixes Trac#9797.
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These objects should have been initialized only during the first
pass. Double-initialization does not cause any visible problem
problem during normal operation (mostly it just causes memory
waste by making Object::_baseVars/_baseMethod double up their
data), but could have silently allowed games to receive bogus data
for an out-of-bounds property or method index, instead of raising
an error.
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1. In SCI0/1, selectors and offsets in the method block are
stored contiguously (all selectors, then all offsets), with a
null separator between the two runs. All the later versions of
SCI instead interleave selectors & offsets. Since these values
are already being copied into a new array anyway, code for
reading method selectors/offsets is now simplified by
interleaving this data when it is written into _baseMethod
for SCI0/1, so the same equation for retrieving method
selectors/offsets can be used across all SCI versions.
2. In SCI1.1-2.1 branch, the method count was being copied into
the first entry of the array, which meant that SCI1.1-2.1 had
extra code for dealing with the fact that the first entry was
not an entry. This has been fixed, and the extra code removed.
3. Data was being overread into _baseMethod in all games SCI0-2.1.
(SCI0/1 had an extra magic value of 2, and SCI1.1-2.1 had an
extra magic value of 3). Reviewing history, it's not clear why
this happened, other than that it appears to have been
introduced at 7b0760f1bc5c28abcede041a6e3930f84ff3d319. My best
guess is that this was a confusion between byte count and record
count, where the intent was to read an extra 2 bytes for the
null separator in SCI0/1, but it actually read 2 records
instead. (I do not have a guess on why SCI1.1 ended up with a
3.) This overreading has been removed.
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Fixes Trac#9910.
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Fixes Trac#9957.
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This fixes the 3-frame glitch that was also present in the
original game when moving in the chapel from room 6500 to 6400 in
chapter 7.
Fixes Trac#9788.
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Rendering bugs in ScummVM are often caused by buggy game scripts
relying on the last ditch sort, which is not the same in ScummVM
as in SSCI (since the SSCI last ditch sort relies on a different
memory architecture and is super buggy). However, these bugs do
not show up very frequently these days, so it is easy to forget
all the places that need to be checked when debugging a rendering
problem that appears to be caused by sorting failure.
This commit breaks out the last ditch comparison formerly in
Plane::calcLists to hopefully make it more visible to future
programmers.
Refs Trac#9957.
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While this optimisation helped to reduce unnecessary palette
updates in KQ7, it broke Phant1, which relies on changes to index
255 in the source palette causing palette invalidation.
Refs Trac#9788.
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It was using SCI16 calls to get the NowSeenRects.
This fixes #9855.
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This transition style was used when exiting the asteroids minigame
in PQ4, though it appears likely that this was an error in the
original game script since it does not actually do anything in the
context that it is used (neither here nor in the original
interpreter).
Still, this code is already written, and it fixes the crash, so in
it goes.
Fixes Trac#9856.
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* MGDX has only GM music;
* KQ7 1.x's AdLib data is incomplete, so is not usable even though
it is partially there
Fixes Trac#9789.
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GM patch data is the same across all SCI32 games.
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This is only a problem for the Windows games that need some
palette entries to be ignored.
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This lets DuckPlayer support configurable black-lined video and
configurable high-quality scaling.
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1. Added a new game option for linear interpolation when scaling
overlay-mode video in ScummVM builds with USE_RGB_COLOR;
2. Implemented SCI2.1-variant of the VMD player renderer (fixes
Trac#9857), which bypasses the engine's normal rendering
pipeline;
3. Improved accuracy of the SCI3-variant of the VMD player by
writing HunkPalettes into the VMD's CelObjMem instead of
submitting palettes directly to GfxPalette32.
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1. Added a new game option for linear interpolation when scaling
video in ScummVM builds with USE_RGB_COLOR;
2. 8bpp videos that put black in a palette index other than 0
(KQ7) should now always render correctly without the earlier
game-specific workarounds which did not work very well;
3. Data from game scripts regarding video size and position are
now ignored, since games always just try to show videos in the
middle of the screen, but frequently get this a little bit
wrong, causing either bad aspect ratios or off-center videos;
4. Builds without USE_RGB_COLOR support will not crash when
attempting to play >8bpp AVIs, like those from KQ7 2.00b.
Fixes Trac#9843, Trac#9762.
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The show list is already cleared by showBits so it does not need to
be cleared a second time.
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In SSCI, SEQ animations cannot be skipped.
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