Age | Commit message (Collapse) | Author |
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SCI: High-quality "LarryScale" cel scaler for LSL7
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ENGINES: Return unknown game variants with the list of detected games
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The new approach is to delay kAnimate briefly (with an 68ms timeout)
while there is a zero-tick PalVary running, so that it has time to
trigger.
The previous workaround would immediately process a zero-tick
PalVaryInit/PalVaryReverse. This caused problems in QfG3 (bug #10304)
where it interfered with PalVaryPause.
The previous workaround could also be modified to handle pause/resume,
but this new approach should be closer to SSCI's behaviour, which used a
timer for a zero-tick PalVary too.
This fixes bug #10304, and keeps #5298 fixed too.
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This commit introduces the following changes:
1. Graphics::loadThumbnail()
Now returns a boolean and takes a new argument skipThumbnail which
defaults to false. In case of true, loadThumbnail() reads past the
thumbnail data in the input stream instead of actually loading the
thumbnail. This simplifies savegame handling where, up until now,
many engines always read the whole savegame metadata (including
the thumbnail) and then threw away the thumbnail when not needed
(which is in almost all cases, the most common exception being
MetaEngine::querySaveMetaInfos() which is responsible for loading
savegame metadata for displaying it in the GUI launcher.
2. readSavegameHeader()
Engines which already implement such a method (name varies) now take
a new argument skipThumbnail (default: true) which is passed
through to loadThumbnail(). This means that the default case for
readSavegameHeader() is now _not_ loading the thumbnail from a
savegame and just reading past it. In those cases, e.g.
querySaveMetaInfos(), where we actually are interested in loading
the thumbnail readSavegameHeader() needs to explicitely be called
with skipThumbnail == false.
Engines whose readSavegameHeader() (name varies) already takes an
argument loadThumbnail have been adapted to have a similar
prototype and semantics.
I.e. readSaveHeader(in, loadThumbnail, header) now is
readSaveHeader(in, header, skipThumbnail).
3. Error handling
Engines which previously did not check the return value of
readSavegameHeader() (name varies) now do so ensuring that possibly
broken savegames (be it a broken thumbnail or something else) don't
make it into the GUI launcher list in the first place.
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This wasn't explicitly marked as intentional but it very much looks it.
Committing separately in the unlikely case this needs to be reverted.
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All other SCI games continue using the default scaler.
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This ensures the detected speed will end up at the highest level. This
improves the detail in Yorick's room (96), and slightly changes the
timing in other rooms.
Fixes bug #10296.
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Fixes Trac#10416.
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The original script patch had the correct literal value but the
wrong selector name in the comment for the literal value, so when
it was converted to use a selector lookup in
c5dce17b1f1392feb8825aba5addbc3999eeaa51, the patch broke because
the wrong selector name was used.
Fixes Trac#10392. Closes gh-1107.
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Seen when attempting to detect and/or run the Shivers 2 demo.
Closes gh-1106.
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Fixes Trac#10361.
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By default, frac_t is interpreted as signed. The resulting range isn't
large enough to store offsets, so we interpret it as unsigned here
instead. Fixes a crash in QfG1/Mac where instrument->loop_size is 49457.
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Fixes Trac#10343.
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Fixes Trac#10157.
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Fixes Trac#10301.
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Due to the need to calculate the audio duration with millisecond
precision from the file size, it is possible to overflow a 32-bit
integer in games with long background audio loops, like RAMA,
during the calculation of the duration.
It is also not necessary to give some framerate here, so eliminate
the unnecessary explicit Timestamp construction with the second
argument.
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Passing overlapping buffers to C standard library memcpy, strcpy,
and strncpy is undefined behavior. In SSCI these operations would
perform a forward copy, and most stdlib implementations do the
same, but at least newer Linux glibc on x86 copies bytes in
reverse, so just using the standard library on this platform
results in broken output.
Because SSCI used a blind forward copy instead of memmove for
overlapping copy operations, this patch implements an explicit
forward copy to ensure that overlapping copies continue to operate
the same as in SSCI.
This fixes the Island of Dr. Brain v1.1 flamingo puzzle
(script 185, flamingos::init, localCall 4c3) on platforms that do
not perform forward copy in memcpy/strcpy/strncpy.
Thanks to @moralrecordings for research on this bug and an initial
patch using memmove.
Closes gh-1034.
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This code was assuming that retval points to the start of the next
instruction, which is only true if the current parameter is the last
one. This fixes op_call printing.
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When quitting the game at the main menu and hitting no
or quitting the game while playing the cursor color
over the buttons will be tan the first time rather
than red. This fix makes it so it will be red.
This was done by removing a check in HotSpot::doit()
which checks the global193 value. Removing this check
fixes the problem.
Fixes Trac#9977.
Thanks snover and wjp for your help.
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This is needed so that the system cursor can be appropriately
hidden outside the game's draw area, to match the normal behaviour
of ScummVM.
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Fixes Trac#10263.
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It's quite difficult to patch. I hope this finally solved it.
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Added this already through last commit by accident
Was supposed to get added by this.
Workaround for reading uninitialized temp game bug.
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Also add a bit more documentation / Fix some documentation
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So that one can specify an entire range of temp variables
by using just one single entry.
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Leaning on the enter key during a word search puzzle will trigger
this bug, just like in Castle of Dr Brain.
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This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
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So that it also works even when the patch files are missing.
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Fixes buying an apple from man wearing a barrel, who walks
around in front of the casino.
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This reverts commit ae8e4fa8e95f3ae347dfc681330bccc0b09d1f01.
This change is wrong in any case. It should be specific to temp
14+15 at the very least. I also did not get an answer on what
is actually happening internally. That's not how we should
add workarounds. My review was also still pending.
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Leaning on the enter key during a word search puzzle will trigger
this bug, just like in Castle of Dr Brain.
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During the wordsearch puzzle (room 320 click left door) the
game will crash because of an uninitalized read of temp
variables in word::dispatchEvent (which gets called a lot),
if the player clicks the same letter or different letters
aggressively or holds down the enter key.
Fixes Trac#9783.
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This removes the unnecessary Buffer subclass and stops most places
where the output buffer was being interrogated about dimensions
instead of GfxFrameout.
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