Age | Commit message (Collapse) | Author |
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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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These games all share the same bad system script that always sends
NULL as a second argument to kDoSound(play).
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Remap would crash SCI2.1early games with 19 remap slots, and
did not actually work in most cases in SCI2.1mid+ games.
The SCI16 implementation was moved to its own separate file but
was otherwise touched as little as possible, so may still have
similar problems to the SCI32 code.
1. Split SCI16 and SCI32 code into separate files
2. Use -32 prefixes for SCI32 code and no prefix for SCI16 code,
where possible, to match other existing code
3. Avoid accidental corruption of values from the VM that may be
valid when signed or larger than 8 bits
4. Added documentation
5. Add missing remap CelObj calls
6. Inline where possible in performance-critical code paths
7. Fix bad `matchColor` function, and move it from GfxPalette to
GfxRemap32 since it is only used by GfxRemap32
8. Fix bad capitalisation in getCycleMap
9. Remove unnecessary initialisation of SingleRemaps
10. Update architecture to more closely mirror how SSCI worked
11. Clarify the purpose of each type of remap type (and
associated variable names)
12. Split large `apply` function into smaller units
13. Fix buffer overrun when loading a SCI2.1early game with remap
14. Remove use of `#define` constants
15. Warn instead of crashing with an error on invalid input (to
match SSCI more closely)
16. Change the collision avoidance mechanism between the RemapType
enum and remap kernel functions
17. Add save/load function
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It's not possible to call any ResourceManager methods from any
thread other than the main thread because it is not thread-safe.
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The Spanish version of Myst has bitmaps that use palette indices in the system
reserved range. Affected pixels previously used colors from the Windows system
palette instead of the bitmap's own palette, resulting in visual glitches.
Bitmaps are now remapped to the screen palette which is made of the Windows
reserved palette and part of the bitmap palette. The original engine used GDI's
StretchDIBits with DIB_RGB_COLORS to achieve the same result.
Fixes #7153.
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Is needed for 80462b3 (Fix auto-saving in the fan-made Cascade Quest)
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Script patch to change the fixed slot 999 to fixed slot 99 in the
game scripts and additional code for kSaveGame, that checks for
Cascade Quest + slot 99 and will then use ScummVM slot 0, which
is our auto-save slot.
Fixes bug #7007
Also added the game name to the other fan-made script patch.
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Fixes audio not playing in later SCI32 games that use Audio32
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This reverts commit 5eaea05a2b6af0ddcf28fca1f0cd3fc0c54f4d07.
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This patch is about an issue, when interacting with the
armor in room 37 (main house, downstairs).
This bug also happened, when using the original interpreter
and effectively froze the game depending on the coordinate
of Laura Bow, when the command was entered.
Fixes bug #7119
Versions affected: English PC/Atari ST/Amiga Floppy
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Script patch used "lsg" for one instruction, which should have
been "lag" instead.
Caused issues with the spider droid.
Added more details about this script patch in comments.
Also specified the method for a qfg3 script patch in comments.
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Fixes audio issues caused by uninitialized variables
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MSVC does not allow the usage of the "override" keyword on function
definition, only on declaration
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This should never be allowed to happen, but currently does on
multi-CD games with different resource bundles on difference CDs
(Phant1, PQ:SWAT, GK2) because the resource manager does not yet
have the ability to handle this situation.
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Most of the time, we get a bitmap to draw on it. Exposing a buffer
avoids consumers having to create their own all the time, and
encourages use of common drawing code exposed by the buffer.
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Several times I have run into this code and had to take a minute
to remind myself that the call to remove from the LRU on find is
not wrong, so it seemed to deserve a comment.
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1. Inline borderSize constant in createFontBitmap for consistency
2. Fix "DrawTextBox GetLongest=0" warning to only appear in games
that actually had this check (SQ6 and MGDX)
3. "Fix" implementation of getTextSize for SCI2.1early, which
gave lines with word wrap disabled a height of 0
4. Add inlining hints to some methods in BitmapResource that were
missing them for some reason
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This kernel call seems only to be used by KQ7 1.51 (which was
Windows-only) to send warnings to the user.
It was easy enough to do a basic implementation in the ScummVM
GUI rather than just make it an empty call, so now it is a thing.
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These should be all the actually used subfunctions.
Co-authored-by: Colin Snover <github.com@zetafleet.com>
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This line drawing code lives in a remodelled GfxPaint32 class
that is totally separate from GfxPaint16.
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They were global in SSCI. This way secondary GfxText32 instances
(such as in ScrollWindow) use the correct scaling.
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