Age | Commit message (Collapse) | Author |
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It's perfectly normal behavior to have locals with a smaller segment ID
than the ID of their respective script, e.g. when scripts are
uninstantiated and then instantiated again
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When resetting the segment manager, sometimes the locals block for a
script is placed in a segment smaller than the script itself. This
shouldn't be happening, but it isn't fatal, however it should be resolved
in a proper manner
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This makes sure that the workaround works for subclassed objects as well,
such as "theProfessor" talker. Fixes bug #3539350 - "SCI: SQ4 CD -
Crash in sewer when text and speech enabled"
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COMMON: Allow the savefile manager to create uncompressed saves
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Using Ryan's watch within the game, the watch time always started at
19.30 from point of use, which did not seem correct.
Checking with the original CD and Floppy interpreters under DOSBox
showed they used the current system time, so this was incorrect.
Bisection shows that this regression was introduced by commit
57e940f67896e0f085de23088754fe1682cd49db i.e. "DREAMWEB: Move all saved
variables to a GameVars struct" and was probably a side effect of a
minor call ordering change in the equivalent of setupInitialVars()
with respect to the getTime() call.
However, to ensure no further regressions, it was easier to fix this
by replacing the initial value setting by a getTime() call.
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Fixes bug #3539031 - "LURE: Crash at Copy Protection Screen".
This reverts the previous fix which only worked for QWERTY keyboards
and made the issue worse for AZERTY keyboards. It now uses the ASCII
code instead of the keycode for the sanity check.
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Fixes bug #3539031 - "LURE: Crash at Copy Protection Screen".
Previously, the code didn't prevent keyboard events with modifiers being
used. Since the ascii values for these were outside the 0-9 numeric
range, this resulted in an invalid frame number being used and thus the
engine aborted at an asertion.
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Fixes bug #3539018 - "Toon: AmigaOS4 Compiler error in anim.cpp"
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Add a script patch for another speech/subtitles script, which handles
the babble icon shown in the quit/death dialogs (e.g. the two guys from
Andromeda in the quit dialog). Now, these dialogs have speech both in the
speech and the speech + subtitles modes
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There is no Spanish CD version of KQ6, only floppy. This also seems to fix
the bug with the puzzle in the cliffs of wisdom (room 300)
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This adds a few comment to explain were the translations come from
for the missing subtitle workaround (and give credits were they are
due).
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This ensures that it won't be confused with a function with the same name
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The Russian-localized version of an animation contained
an empty frame, added a check to skip the rendering.
Bug #3533291: "TOON: Russian Version Crash at Voice Scanner"
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This should help adding workarounds for those by providing all the
needed information (textId and english text).
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The bug in question is "SCI: SQ4 Floppy DOS title screen skipping too
quickly", and is caused by game scripts not waiting between palette calls
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This is needed for future support of large SCI3 scripts. The program
counter is isolated and does not interfere with other parts of the VM,
plus it does not get stored in saved games, so it's pretty straightforward
to convert
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Also renamed some SCI3 related code to indicate when it's SCI3 specific
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Also set the correct name for the debug opcode "line"
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Fixes the wrong palette during video sequences in GK2 and the demo of RAMA
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The condition for setting up the scene when encountering Father
Torque had been accidentally inverted, so the function was called
over and over (presumably causing the scene to stall), insead of
just once. I don't know much about INSANE, but sev has confirmed
that this is the correct fix.
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Thanks to salty-horse for catching that. :)
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The big table with it's 330 entries grew far too messy and
unwieldy, so I'm splitting it into several files.
One file for each game, with some exceptions:
- The Playtoons series
- The ADI / Addy 2 series
- The ADI / Addy 4 series
- The Adibou / Addy Junior series
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Probably a debug-only flag
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Thanks to digitall for spotting this
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This allows them to be used by other games in the series not supported
by ScummVM (i.e. QFG4, QFG5 and the fanmade AGS version of QFG2)
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OSYSTEM: Use void buffers for screen/overlay/mouse buffers and proper pitch values for overlay code
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