Age | Commit message (Collapse) | Author |
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Several functions in Audio32 would call into the mixer to pause
or resume the audio handle, which would cause a deadlock if the
mixer's mixCallback timer fired while one of these functions was
running on the main thread.
To address this, calls to mixer to pause/unpause the digital audio
handle have been removed. Since this was just an optimisation to
prevent unnecessary calls to fill the audio buffer, the only
problem now is that a tiny amount of CPU is wasted on unnecessary
callbacks to read from the empty SCI mixer.
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Volume was lowered, but not raised afterwards for certain cases
Original script patch was commited in
b676530528349842ad178d02a2cbe49a0facd68e
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Needs lots of testing of course
Applies to 1.51 and 2.00
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The subtitles in KQ7 were not finished and don't quite work right,
drawing off the screen and in weird positions. They could probably
be fixed with some aggressive script patching, but for now, they
are just disabled (as they are in the official release).
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Ow. My eyeballs.
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This fixes digital samples in at least QfG1, SQ3, LSL5. Bug #7159.
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SCI32: Improve FileIO read-write support
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At least Phantasmagoria and PQ:SWAT require this.
This adds a ReadStream/WriteStream to support this. It replaces
the previous VirtualIndexFile which required reimplementation of
most read/write functions.
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Wasn't bug #6571, but bug #6751
Thanks to omer_mor for spotting it
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This reverts commit 61a8a5a88f4f02f1d4cdd3523ad6cec63701d8dd.
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Fixes bug #6571
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SCI: Clean up some aspects of call handling
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Controls that manage their own event loops and call frameOut
directly generally need to sleep in order to avoid 100% CPU,
just like the main VM event loop.
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The ExecStack constructor set argp[0] to argc before. This is now moved
to the caller, to make this action more explicit.
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Modifying a value above the stack pointer doesn't seem to make much
sense. This was added in FreeSCI back in 2002 in a pair of commits that
did not make clear what the purpose of this was. My guess is that it
attempted to adjust argc, but failed. This wouldn't have been noticed
since argc was always set correctly by make_exec_stack_entry (which is
now the ExecStack constructor).
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ExecStack now stores the kernel call number as well as the subfunction.
This allows kStub and backtraces to log the actual subfunction called.
The kernel call number in ExecStack used to be stored in the
debugSelector field. It now has its own field, to avoid confusion.
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The way dimensions of scaled screen items are calculated changed
over the lifetime of SSCI. In early low-resolution and
mixed-resolution games, scaled drawing needed to use at a global
cadence across the entire screen to ensure proper alignment, but
in later games (like Torin), local scaling of individual screen
items seems to be the way scaling is performed.
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Using the one from SCI2.1mid makes fades very slow because SDL has
a larger audio buffer than SSCI DOS. This new algorithm is based on
wall time so will always fade at the correct speed, although the
larger buffers will have a coarser granularity so the fades may
not be as smooth as in the original engine. If anyone cares, the
fade volume could be mixed into individual samples in `readBuffer`
instead of applying just once per complete buffer. SSCI did not
do this, however, so this implementation should be pretty accurate.
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SCI: Script patch for QfG3 giant tree bounds
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SCI: Fixed KGetTime with SYSDATE subop in SCI0-LATE.
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This normally happens in SSCI when the audio hardware is
initialised.
CID 1357048
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It is not clear if this is ever actually used by game scripts,
though.
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This pass exposed two bugs, which have been fixed:
1. Checks of `_updated` and `_moved` were reversed in some areas,
which lead to rendering bugs. In SQ6 the rendering bugs were
subtle or non-existant, but in e.g. PQ:SWAT the Sierra logo and
title screen animations were totally missing.
2. The renderer formerly kept reading from ScreenItemLists when
new items were added in decrementScreenItemArrayCounts, but
this was determined to be unnecessary.
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It seems highly probable that there are later SCI games that use
the "hi res" rendering path, so sorting and unsorting of
ScreenItemLists needs to be accurate.
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This extra rect seems to probably only ever be used by VMD
playback in some SCI2.1 games.
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In a few places in the graphics system, fixed low-resolution values
are used instead of the game script resolution.
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Command input stays disabled, when oiling the arm of the armor.
We fix this.
This script bug also happens, when using the original interpreter.
Fixes bug #7154
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SSCI implementation of the SYSDATE subop of the GetTime kernel function was
changed between SCI0-LATE and SCI01: The base year used was changed from 1920 to
1980.
This subop is used in "Codename: Iceman" (Say "ask for date" to a passing girl
on the beach).
The Atari ST version of "Codename: Iceman" use the 1980 base year.
The Amiga version of "Codename: Iceman" appears to return the time instead of
date, with 0 for the YEAR part.
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