Age | Commit message (Collapse) | Author |
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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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This improves the perceived quality of audio in games that use
8-bit samples for music, like Torin.
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Replaces unused kernel calls to use kEmpty, and set correct
signatures for SCI32 kernel calls.
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This provides a complete implementation of kDoAudio through
SCI2.1mid, plus partial implementation of SCI3 features.
Digital audio calls shunted through kDoSound have also been
updated to go through the SCI32 audio mixer, though these shunts
are a bit hacky because the ScummVM implementation of kDoSound
does not currently match how SSCI kDoSound is designed.
It is probably possible in the future to just replace the SCI1.1
audio code (audio.cpp) with the new SCI32 code, since the major
differences seem to be that (1) SCI1.1 only supported one digital
audio playback channel (this is configurable already), (2) it
had extra commands for CD audio playback and queued sample
playback.
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SCI32 has its own audio handling code, but audio sync code is the
same as SCI16.
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Without this change the Apple gcc 4.0 compiler (the last version to
support the MacOS X 10.4 SDK) generate a lot of errors regarding
trying to initialise references to Sherlock::Scalpel::Talk with the
address to a Sherlock::Talk object, or about forward declarations of Sherlock::Scalpel::Talk.
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Thanks to sev for confirming that this is the intended expressions.
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I hope this is correct. I don't know when the function is used.
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Most SCI32 games draw a "fred" object to the screen when the game
first starts to benchmark video performance. When framerate
throttling is enabled (which fixes many/most timing-related bugs
and reduces system load caused by unnecessary graphics updates),
the game's performance check will think that video card is slow,
causing some "high-performance" game features to be disabled.
To avoid this, we simply disable throttling during benchmarking by
detecting the "fred" object.
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