Age | Commit message (Collapse) | Author |
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Copy and modify all the code needed for animation
from supernova engine and display Mission Supernova
logo.
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This special debug build was salvaged by Clint Basinger ("LGR")
from an IBM PCjr that was previously owned by Ken Williams from
Sierra On-Line.
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Also added CLIP to all getBasePtr() calls where it would seem appropriate/safer to do so
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Fixes bug #9681
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The functions have never been used by any of the existing interpreters.
Even glulxe, which has dynamic function calling, usies gidispatch_call
instead.
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This is as per the changes to the CGE engine.
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Some of the members of the structures do not need this as they have
constructors which do this implicitly.
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Have commented out rather than removed the lines causing unused variable
warnings as they might be used again in future.
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Fixes bug #11028
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Fixes bug #11027
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Fixes VS2015 compiler error
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(This triggered an assert in PQ2 at the airport. I've added a warning instead, since the original driver has no handling for that sort of thing. Invalid programs will simply point into invalid memory blocks)
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Fixes bug #11026
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Get rid of alternative anim frame triggers in cases where animations stop too early (e. g. the tree in the first scene not vanishing completely).
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The game would error out when trying to return to the launcher via GMM right at the beginning (due to trying to load files based on incompletely initialized data).
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I haven't found an elegant and non-intrusive way to squeeze SCI0 support into LordHoto's existing code. The drivers are too different. So I made some rearrangements. The basic mechanisms of LordHoto's SCI1 code should remain the same as before, though. I only introduced some more classes, moved some code into these classes and renamed some things (mainly for myself, so as not to get confused).
I fixed two voice mapping bugs in the existing driver code. The first bug in bindVocies() effectively hindered the driver from playing anything at all when the CMS_DISABLE_VOICE_MAPPING #define wasn't set (_voice[i].channel == 0xFF instead of _voice[i].channel != 0xFF). The second bug in unbindVoices() was not a complete show stopper, but the function simply did not "unbind the voice". The line which does the actual removal of the channel assignment was missing.
The SCI0 driver portions have been tested with: PQ2, KQ4, LSL3, QFG1, ICE and COC.
SCI_0_EARLY versions apparently don't support the CMS. At least I haven't seen a driver file so far. And there seems to be no no instrument patch resource. Although the latter issue needn't necessarily be one, since the patch data array in the driver is actually preset with data (which gets overwritten as soon as a patch file is loaded). Maybe this would work for SCI_0_EARLY. However, I haven't tested this, since I really would have have a look at a driver file first if one actually exists. For now, I have limited the driver to SCI_0_LATE.
SCI1 has been tested with KQ5 and LSL5 (not extensively, just to see whether anything got broken and whether my voice mapping fixes work).
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- At at least one place in INDY4 the game attempts to send a Roland MT-32 patch to the Amiga driver. This will fail and thus not cause any harm, but I have added a check nonetheless. The original Amiga driver ignores sysex messages that don't have the iMuse manufacturer id 7D.
- In INDY4 the iMuse player thinks it has a percussion channel due to the fact that it plays ROL resources. This should also be irrelevant for the actual playback, but I have added a check for that, too.
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Fixes bug #11025
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NOTE: This is a 2.5D game that is out of ScummVM scope
Developer's Download page states that there are EN/RU/IT versions:
http://reptilesquest.000webhostapp.com/index.php?page=5
However, rq_demo_beta25_multilang.exe allows to select only EN/RU.
italian.dcp can be extracted from rq_demo_beta25_multilang.exe using any
tool for Inno Setup installer.
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