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2011-03-16CINE: Add Opcode 0x40 (o1_closePart) to Operation Stealth.D G Turner
This silences the warnings and a basic playtest has shown no issues.
2011-03-16AGI: Remove newlines from debug()dhewg
2011-03-16MOHAWK: Warn only when anims reference named sound files.Alyssa Milburn
2011-03-14SCI: Remove a space at the end of a warningMatthew Hoops
2011-03-14SCI: Fix the screen height of SQ1 MacMatthew Hoops
2011-03-14TOON: Fix more dirty rect issuessylvaintv
Especially not refreshing pictures when viewing inventory items and corrupted last line of the screen.
2011-03-14SCI: Add code to enumerate shadowed selectorsWillem Jan Palenstijn
If an object defines more variables than its base class, some method selectors may be hidden. This code tries to enumerate the affected selectors. It may be useful for mass-scanning objects using 'find_callk Dummy'. It's disabled by default currently since it does things to partially uninitialized objects that I can't guarantee are 100% safe at this point.
2011-03-14SCI: Fixed find_callkmd5
Create a custom segment manager within find_callk, so that the game's segment manager won't be affected by loading and unloading scripts in there
2011-03-14SCI: Got rid of VERIFY() and removed some newlines in error messagesmd5
2011-03-14SCI: Ignore some more leftovers scripts in the find_callk console commandmd5
2011-03-14SCI: Removed obsolete comment about kDoBresen()md5
2011-03-13SCI: Add workaround for a QFG1 VGA Mac kFormat bugMatthew Hoops
Also, fix the kernel signature for kFormat to require two parameters
2011-03-13TOON: Add more dirtyRect checkssylvaintv
2011-03-13SCI: Fixed version and scene transitions for SCI1 Mac gamesmd5
2011-03-13SCI: Fixed the flashing icon bar in the Mac version of Castle of Dr. Brainmd5
Thanks to waltervn for his work and help on this
2011-03-13SCI: Cleanupmd5
2011-03-13SCI: Fixed regression of rev b1055a3c86. Japanese games should work againmd5
2011-03-13SCI: Add reference to related bug to commentWillem Jan Palenstijn
2011-03-13SCI: Restore full object state after collision in DoBresenWillem Jan Palenstijn
This makes the workaround for the hang in the Colonel's Bequest shower scene (bug #3122075) unnecessary.
2011-03-13SWORD1: Don't set the same cursor on every framedhewg
Removes unnecessary overhead on the backend when the cursor has just one frame.
2011-03-13SCI: Added another version of QFG1 / Hero's Quest (bug #3206006)md5
2011-03-13SCI: Fix warningWillem Jan Palenstijn
2011-03-12SCI: Continue disasm until no jumps go past the current opcodeWillem Jan Palenstijn
This should ensure disasm will disassemble an entire function, and not stop at an intermediate ret opcode.
2011-03-12SCI: Added proper fix for bug #3048054 - "LONGBOW: crash when opening hand code"md5
This was caused by a buggy script, most probably the result of an incorrect copy/paste while processing the original script. Fixed with a script patch.
2011-03-12SCI: Some changes to the "dissassemble" commandmd5
Fixed a bug (the "bwt" and "bc" options were inversed) and added the ability to skip a defined number of ret calls, useful when a function continues after a ret call
2011-03-12SCI: Added automatic detection for several selectorsmd5
This ensures that these selectors will be detected regardless of the game ID, when they're missing
2011-03-12SCI: Moved a heap patch from kScriptID() into script_patches.cppmd5
2011-03-11SCI: Clarify fix for KQ5 witch freeze bug #3034714Willem Jan Palenstijn
The cause for this bug turns out to be a corrupt object that as a side effect accidentally bypasses its own corruption. See the added comments for details. Also add a warning that points out similarly corrupted objects.
2011-03-11MOHAWK: Don't warn about odd LB version record sizes.Alyssa Milburn
2011-03-11MOHAWK: Seek to first frame on kLBOpRewind.Alyssa Milburn
This might need some further thought when implementing more complex seeking for the later games, but works for now.
2011-03-11SCI: Fixed bug #3034714 - "KQ5CD: ScummVM freezes in dark forest"md5
This is a heap patch for an odd object used in that scene, which will suffice for now (until we find why this works in SSCI). Thanks to wjp for his help and work on this
2011-03-11MOHAWK: Fix intro finish notify in LB poetry mode.Alyssa Milburn
2011-03-10SCI: Fix mouse positions in upscaled gamesMatthew Hoops
A regression from 463e475bd65
2011-03-10SCI: Fix uncompressed SCI1.1 viewsMatthew Hoops
A regression from d2ad7898d93
2011-03-10SCI: kPurge is the SCI2+ version of kFlushResourcesmd5
2011-03-10SCI: Made some checks inside unditherBitmap() more understandablemd5
2011-03-10SCI: Don't try to uninstantiate scripts marked as deletedmd5
Trying to delete a script marked as deleted should do nothing. Hoyle 3 tried to uninstantiate scripts more than once, and we incorrectly decreased the reference count of associated scripts more than once, thereby killing them. This properly fixes bug #3038837 (removed the hack for it). Many many thanks to wjp for his help on this :)
2011-03-10SCI: Some renaming related to the undithering codemd5
Renamed some variables, functions and comments related to the undithering code, to make them a bit easier to understand
2011-03-10SCI: Fixed regression (shift key) in the latest event code cleanupmd5
2011-03-10TOON: Cleanupstrangerke
2011-03-10TOON: Janitorial: Suppress blanks at end of linesstrangerke
2011-03-09MOHAWK: Fix typo in the Riven missing executable dialogMatthew Hoops
2011-03-09SCI: Don't patch the save/load dialogs in Shiversmd5
Shivers uses a custom save/load system, so we can't replace its dialogs
2011-03-09SCI: Removed unnecessary parameter from deallocate()md5
2011-03-09SCI: Implement Mac iconbar event handling.Walter van Niftrik
2011-03-09Merge branch 'master' of github.com:scummvm/scummvmLars Skovlund
2011-03-09SCI32: Reroute kSave(5) to kGetSaveFiles(). Any differences to pre-SCI32Lars Skovlund
kGetSaveFiles() should be worked out there.
2011-03-09MOHAWK: Remove outdated TODOMatthew Hoops
2011-03-09MOHAWK: Correct start times for Riven creditsMatthew Hoops
2011-03-09MOHAWK: Add initial support for the Riven credits sequenceMatthew Hoops
The credits start too early for a few of the end game sequences, but otherwise works well (minus missing fade support, but that is throughout the game anyway).