Age | Commit message (Collapse) | Author |
|
|
|
|
|
This fixes an original game glitch where the main options menu background
image is drawn one pixel too high.
Fixes Trac#10496.
|
|
|
|
See commit 7cbf5a9289 for more information.
|
|
|
|
|
|
Despite what the comment says this does not seem to be in the original
game and I cannot replicate this in either the original or a current
ScummVM build. It is highly likely that this was one of several sprite
offset bugs which were present in our implementation earlier but which
have since been fixed.
|
|
23fd97c99a
|
|
When the 'mof' opcode was added in commit 1946dead77 it was implemented
as a NOOP, but what it actually should do is disable the mouse (set
_cursorState to kCursorStateDisabledHidden).
This is used in at least the Spanish and Polish versions of the game to
work around an earlier script bug which allowed the player to use the
mouse while freeing the professor in part two.
This commit fixes the 'mof' instruction so that the original script works
as intended in those versions that ship with the fix.
TODO: Add a workaround for those game versions which don't do the 'mof'
themselves.
|
|
This commit adds the 'buv' and 'c0v' opcodes which are used to set speech
volume. Because these only seem to be used once in the English demo and
we right now playback all speech at kMaxSoundVolume anyway we can treat
them as NOOPs.
This fixes a bug in said demo which resulted in Bud being unable to talk
to Del.
|
|
|
|
The original game unconditionally reads into _sprC02Table[] in
updateSprite() which results in out-of-bounds reads when a sprite's
_state is -1. To make sure that sprites update correctly under all
circumstances we always reset a sprite's animation data when it is
disabled (_state == -1). This most prominently fixes a bug where
Lola's transition from dancing -> sitting happens too late.
Fixes Trac#6644.
|
|
|
|
Setting _mousePosY is only necessary if we actually set the cursor
position which we currently don't do. I don't plan on enabling it
but for the sake of matching disassembly let's add the required
warpMouse() call and disable the whole code block for now.
|
|
|
|
|
|
|
|
Fixes Trac#6645.
|
|
infobar.txt contains all text used for the sentence bar and, among
other things, the prepositions to use for the "Use" and "Give" verbs.
In the English and Spanish versions of the game the preposition for
"Use" ("With" and "Con", respectively) is incorrectly stored in
capitalized form which this commit fixes.
Fixes Trac#10445.
|
|
|
|
|
|
The new _panelState tells if the panel is currently in the process
of being toggled between icon-style and text-style verbs and thus
animated.
The new _panelStyle tells wich verb-style the panel currently uses.
The new _panelType tells which mode the panel currently is in:
- verbs + inventory (normal)
- empty (used for dialogs)
- save, load, play, quit buttons
- save/load savegame
Also, switchPanelType() has been renamed to togglePanelStyle() and
kInputKeyToggleInventory to kInputKeyTogglePanelStyle to better
match the above changes.
_switchPanelFlag has been dropped in favor of using the new _panelState.
TODO: Store _panelStyle in savegames.
|
|
|
|
|
|
Escape, period or right mouse click skips one sentence at a time.
|
|
When Bud is walked to specific coordinates using the 'buw' opcode the
walkable area is not enforced (_locationMaskIgnore == true).
This is usually not a problem because the player is not allowed to click,
however, when entering the club, this allows the player to move Bud to
coordinates from which he can never return, leaving him stuck there.
As a workaround, do not ignore the location mask during this specific
action when entering the club.
Fixes Trac#5838.
|
|
Some backgrounds use colors in the reserved range [0xE0-0xF8] in a
walkable area which results in a number of pixels being falsely drawn
in the foreground (on top of Bud).
This fixes Trac#10423 to work around these original game bugs and
also removes the workaround for location 14 which does not seem to be
needed anymore.
|
|
The glue actually _is_ a unary usage object in the original game so
this was simply a miss in our implementation which is now fixed.
In other words, this wasn't a workaround and the original game does
behave the same as ours now.
|
|
|
|
|
|
This fixed the statue but broke the park entrance which I had missed.
|
|
Fixes Trac#10423.
|
|
Workaround for Trac#5511.
|
|
Fixes Trac#6639.
|
|
Fixes Trac#10424.
|
|
Before, the ingame load dialog pretended to allow loading savegames from
all possible slots even if no savegames existed.
This introduces the original interpreter's behavior which instead loads
a resource string from infobar.txt informing the user that no savegames
are available.
|
|
Fixes Trac#10413 and Trac#10414.
|
|
|
|
|
|
This ensures that the calculated offsets for Bud and Billy are [0,2] px
and follow the sequence 0px -> 1px -> 2px -> 1px -> 0px as opposed to
the earlier 0px -> 1px -> 2px -> 3px -> 0px which resulted in them
teleporting back to their original location and on top of that being
out of sync with the boat.
Fixes Trac#6643.
|
|
Fixes Trac#6640.
|
|
Fixes Trac#6370.
|
|
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.
|
|
|
|
is loaded from launcher
|
|
display of credits
|
|
|
|
handleSpecialObjectSelectionSequence()
|
|
|