Age | Commit message (Collapse) | Author |
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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.
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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.
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Fixes Trac#6376, Trac#6377 and probably many more unreported instances
of wrong audio samples being played.
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Fixes Trac#6645.
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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.
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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.
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Escape, period or right mouse click skips one sentence at a time.
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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.
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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.
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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.
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Fixes Trac#10430.
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This fixed the statue but broke the park entrance which I had missed.
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Fixes Trac#10423.
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Workaround for Trac#5511.
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Fixes Trac#6639.
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Fixes Trac#10422.
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Fixes Trac#10424.
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Non-English versions of the game include a charsize.dta/charszgr.dta
which specifies the width to use when printing glyphs from the character
set to the screen. ScummVM includes a hard-coded lookup table for games
which do not ship with such a file.
For some reason, our current hard-coded table includes widths for all
possible glyphs except one. This fix allows to properly play the German
version, which needs the character 'ß' (eszett), even when charszgr.dta
is missing.
Fixes Trac#4602.
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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.
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Fixes Trac#10413 and Trac#10414.
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Fixes Trac#6641.
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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.
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Fixes Trac#6640.
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Fixes Trac#6378.
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Fixes Trac#6370.
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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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Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
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Fixes the demo thinking it's in debug mode and allowing ESC to quit.
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_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
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