Age | Commit message (Collapse) | Author |
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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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Now the Riven options dialog has the same features as the Myst one:
- Screen centering
- Save / Load / Quit buttons
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Fixes bug #6571
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The sound is rather bad, but I assume that's something with our
CinePak video decoder so I'll leave it like this for now. The player
itself is based on the BBVS engine.
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This avoids a conflict between the "all" directory and the "all"
archive, if the directory happens to be named in all lower case.
While it isn't on the CD, we shouldn't introduce case sensitivity
in the file names if we can avoid it.
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At least in my copy, the voices directory is on the same level as
the other directories. (Though the whole thing is inside a
directory called "data", so maybe that's where that came from?)
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SCI: Clean up some aspects of call handling
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MISC: Bugfixes
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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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Similar (fix) to bug #6739
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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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