Age | Commit message (Collapse) | Author |
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This fixes compilation for platforms where libmad isn't present
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This is used in the fanmade games "LockerGnome Quest Redux" and
"Betrayed Alliance"
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This is by no means complete, but it's a good start. It is based on an
earlier discussion on the subject, and it allows us to use the highest
two bits from the segment for offset addresses
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This fixes the regressions caused by refactoring in SCI32. Thanks to
Timo Korvola for tracking down the issue and providing an initial
patch in bug #6452
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Apparently, the original does the same. Fixes bug #6535
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fixes transitions not working properly (and
possibly other stuff), hack was added because
of bug #5219, strangely none of it occurs anymore
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method was/is used for debugging only
CID 1003612
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was used for debug command only
CID 1003543
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These issues were identified by the STACK tool.
By default, the C++ new operator will throw an exception on allocation
failure, rather than returning a null pointer.
The result is that testing the returned pointer for null is redundant
and _may_ be removed by the compiler. This is thus optimization
unstable and may result in incorrect behaviour at runtime.
However, we do not use exceptions as they are not supported by all
compilers and may be disabled.
To make this stable without removing the null check, you could qualify
the new operator call with std::nothrow to indicate that this should
return a null, rather than throwing an exception.
However, using (std::nothrow) was not desirable due to the Symbian
toolchain lacking a <new> header.
A global solution to this was also not easy by redefining "new" as "new
(std::nothrow)" due to custom constructors in NDS toolchain and various
common classes.
Also, this would then need explicit checks for OOM adding to all new
usages as per C malloc which is untidy.
For now to remove this optimisation unstable code is best as it is
likely to not be present anyway, and OOM will cause a system library
exception instead, even without exceptions enabled in the application
code.
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Thanks to digitall for testing.
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This adds MIDI state tracking to allow channels to be temporarily
unmapped and later re-mapped when there are free device channels
available again.
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also remove hacks for kq5ega + sq4ega
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fixes sq4 floppy properly
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for dual mode (text+speech at the same time)
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for dual mode (text+speech at the same time)
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behaviour wasn't changed in SCI1, instead it seems that SSCI draws overlays to separate memory and then copies them over. Previous commit caused regression in qfg1vga (funny room)
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fixes bug #6446
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on init/reset the game resets the audio mode to "speech", which would make it impossible to watch the intro using "dual mode"
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adds a third button state to the game menu
this state is "dual mode" (audio+text at the same time)
currently uses the "speech" graphic
CD versions of Laura Bow 2 + King's Quest 6 will now always get patched
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KQPrint windows now get closed automatically when in audio+text mode
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fixes cassima textboxes during the ending
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fixes bug #5252
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fixes dialog of man in robe complaining about mints in pawn shop
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SQ4 floppy only, Sierra's official patch didn't fix it properly
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fixes bug #5016
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This is because objects may be loaded before their base objects,
which causes initBaseObject to fail for SCI0.
Script::initializeObjectsSci0 already did this, but
SegManager::saveLoadWithSerializer did not when calling
initBaseObject after loading a savegame.
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Thanks to wjp and [md5] for helping
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This contains the sync data in the Windows version of KQ6CD.
Note that currently the sync36 resource is 2 bytes bigger
(it contains 2 bytes from the RAVE resource). Some test code
has also been added to dump the RAVE sync resources
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