Commit Graph
125 Commits
Author SHA1 Message Date
Donovan Watteau 96a800ef5c SCUMM: Fix randomly unreachable fire in DOTT (WORKAROUND)
In DOTT, script 13-21 calls `startScript(1,106,[91,5])` when Jefferson
builds the fire, but this script continuously changes the state of the
fire object to a random value between 1 and 5 (this stops when you exit
his room), and so if Hoagie tries interacting with it, he'll say "I
can't reach it." instead of the intended "No. Fire bad." line, most of
the time.  This also happens with the original DOS interpreter, the
2002 Aaron Giles Windows interpreter, and the Remastered version.

Ignoring this script fixes this problem and it doesn't seem to cause any
regression with the fire itself. My hypothesis is that the game designers
wanted to have an "early fire" animation when the fire has just been lit
by Jefferson, but then they dropped the idea and used the same unique fire
animation but forgot to turn off this script.
2023-01-23 00:00:31 +02:00
Donovan Watteau 28a4e9c2ee SCUMM: Document that Trac#4464 workaround is intentionally not an enhancement
This workaround fixed a complete scene hang that any user could
trigger during a legitimate gameplay, and there's no point in letting
users hang the game… (if you're really curious for it, you know how to
build ScummVM or how to run an original interpreter).

Also make it explicit that the bug also happens with DREAMM, while
there.
2023-01-18 20:04:22 +01:00
Donovan Watteau 3d608e10f6 SCUMM: Make the Plunder Town Theater music workaround an optional enhancement
This is an original script bug that also happens with the original
EXE, and so this fix is an enhancement.
2023-01-18 19:46:49 +01:00
Donovan Watteau 4939404410 SCUMM: Make Sam & Max WORKAROUND for Trac#269 an enhancement
I've checked with DREAMM that the original has the same behavior, and so
this script fix probably qualifies as an enhancement.
2023-01-17 19:53:41 +01:00
Donovan Watteau 91a37f88bf SCUMM: Make Sam & Max WORKAROUND for Trac#2068 an enhancement
The full context is documented in the original ticket, but we still need
this workaround if one plays with subtitles and voices and a slow text
speed, and this is indeed an original script issue since the small glitch
with the fishing line also happens with the original interpreters.

Since we're fixing an original, non-game-breaking bug, this qualifies as
an enhancement that one can disable if they want to be as close as
possible to the original experience.
2023-01-17 19:15:09 +01:00
AndywinXp 58185c5654 SCUMM: SMUSH: Extend dynamic video framerate changes to all games
This has been verified from disasm, and also removes the need for
another old workaround.
2023-01-15 22:20:01 +01:00
AndywinXp 546fd42749 SCUMM: Properly fix bug #813
Verified for the disasms of v3-v6 and HE
2023-01-14 11:53:50 +01:00
AndywinXp 61fa4b6253 SCUMM: v7-8: Fix FT camera bug and properly fix #1195 and #1579
There was a nasty bug in the fuel tower room, when the cops arrive at the
tower and the player regains control, in which the camera would be brought up
and then down again.

While I was there, since this is the same domain, I rechecked the v7-8 camera
code from the disasm, made some corrections, and properly fixed #1195 and
#1579. Another workaround bites the dust :)
2023-01-08 17:42:50 +01:00
Donovan Watteau 0944138334 SCUMM: Fix some placeholder text in the bar in French FT (WORKAROUND)
In the French release of Full Throttle, when Ben looks at one of the
small pictures above the piano, a strange "piano-low-kick" string
appears in the subtitle. Just drop it and replace it with the missing
characters in order to match what he's saying (as done in the 2017
remaster).
2022-11-18 03:51:35 +02:00
AndywinXp d65f6f4c92 SCUMM: SAMNMAX: Remove never triggered workaround
This workaround was originally meant to address the case in which derefActor was called with
an id == 0. Originally, a value of 0 triggered a range error. As a matter of fact, we (correctly) accept
actors id == 0 now, so this workaround is never being triggered.
2022-10-17 22:28:48 +02:00
Donovan Watteau 4fd6ea1813 SCUMM: Make Trac#1452 subtitle workaround for Dig optional
Like the other "missing waitForActor()" workarounds we have.
2022-10-12 13:42:43 +02:00
Donovan Watteau a16a1e57e2 SCUMM: Make Dig crypt subtitle workaround an optional waitForActor()
When Low finds the meaning of the crypt inside the tomb, subtitles are
not printed because of a missing waitForActor() call. This also happens
in the original interpreters.

In Trac#4410 and commit 3b05a52588, this
was implemented as an actor.cpp workaround, but doing it this way make
Low glide on the floor instead of having his usual walking animation.

Having him wait finishing his sentence before he moves to the crypt may
feel a bit odd too, but Low already does that in some other parts of the
game, and he just reacts at a very slow pace in general.

Moving this to o6_talkActor() also means that it's next to the other
waitForActor() workarounds, where we try to only target the impacted
lines when we can.

Also make this workaround use `_enableEnhancements` while there.
2022-10-09 00:22:05 +03:00
Donovan Watteau e0b8678482 SCUMM: Let Max finish his comment on capitalism at Snuckey's (WORKAROUND)
If Sam tries buying something at Snuckey's without any having money, Max
will not always have enough time to finish his comment on capitalism,
because the employee will say "Anything else?" without any call to
waitForMessage() to make sure that Max is done speaking. But good jokes
from Max should never be cut!

This would happen if Sam only picked up the pecan-flavored candies, for
example.
2022-10-08 22:20:50 +03:00
Donovan Watteau b41d3f4eea SCUMM: Replicate the original clock tower behavior (COMI)
Guybrush can read the clock of Puerto Pollo, but this was only enabled
in the English, Italian and (fan-made) Russian releases, probably
because the result was poor for the other languages.

The German, French, Spanish, Brazilian Portuguese and CJK releases
disabled this feature, but the check was done in the interpreter, not in
the scripts.  This replicates this original behavior.

Findings and ScummEngine_v7::actorTalk() change by AndywinXp.
2022-09-15 17:29:50 +02:00
eientei d47127aa90 SCUMM: Simplify bug #4556 workaround; comment fixes 2022-08-17 21:47:29 +02:00
AndywinXp 6ee5f03ffa SCUMM: v7-8: Fix correct moment to call checkExecVerbs()
Also, remove 20 years old workarounds because of this
2022-08-06 13:33:56 +02:00
Donovan Watteau 1f0cb06250 SCUMM: Fix a continuity error with George Washington's teeth (DOTT)
You can't make George Washington leave the main hall without starting a
fire, but this fire can't be started if George Washington's is not
wearing the chattering teeth.

So, when he comes back to that room, he should be wearing them, but
this is not the case during the associated cutscene (he does wear them
if you talk to him outside, or come back to this room again after this
cutscene).  So, force costume 69 (chattering teeth) instead of costume
53 (no chattering teeth) for George Washington in this script.
2022-08-02 22:06:16 +02:00
Donovan Watteau e3152645d2 SCUMM: Fix missing Dr. Fred line when he receives a new diamond
When Dr. Fred receives a new diamond, he's supposed to report the status
of Hoagie's and Laverne's units, but these talkActor() lines don't have
any associated wait.waitForMessage(), so they were unseen and unheard in
the game until now.

I couldn't find a way of only targeting the impacted lines, so this is
applied to every line from Dr. Fred in this part of the script.
2022-06-17 14:50:04 +03:00
Eugene Sandulenko c73af63436 SCUMM: Fix random number generation in SCUMM6
Now it matches disassembly and particularly fixes RNG in
Backyard Sports games.
2022-06-08 15:16:57 +02:00
AndywinXp d104366815 SCUMM: COMI: Fix music track playing indefinitely in an edge case
This is a bug in the original interpreter, so the following workaround is marked as an enhancement.
When Guybrush gets on the Sea Cucumber for the first time and the monkeys show up on deck, if the ESC key is pressed before the "Any last words, Threepwood?" dialogue, the music will continue playing indefinitely throughout the game (or until another "sequence" music is played). To amend this, we intercept this exact script override and we force the playback of sound 2277, which is the iMUSE sequence which would have been played after the dialogue.
This workaround has been stress-tested on all Steam available languages + Akella Russian.
2022-05-27 23:05:20 +02:00
Donovan Watteau c69d83b638 SCUMM: Move the #3832 workaround from o6_setState() to o6_animateActor() 2022-04-23 15:16:28 +03:00
Donovan Watteau 8531668db9 SCUMM: Fix glitch when Bruno flees Bumpusville (bug #3832)
When Bruno and Trixie leave Bumpusville, a new actor is used for their
escape animation, but the original script never removes this actor from the
scene, so some parts of Bruno can still be seen on the wall when the door
closes.  So we force the removal of this actor just before that.
2022-04-23 15:16:28 +03:00
Torbjörn Andersson 54fd5caac8 SCUMM: Adjust timings for German Sam & Max intro. (Bug #13378) 2022-04-21 11:22:26 +02:00
Little Cat 3bae66919b SCUMM: Don't pause at startup in Moonbase. 2022-04-15 22:41:21 +02:00
athrxx de4513cdff SCUMM: (SCUMM7/8) - implement original text formatting flags for more flexibility 2022-04-08 19:53:44 +02:00
Torbjörn Andersson 378cf3a953 SCUMM: Make DOTT workaround optional
This workaround happens in some cases when Bernard interacts with the
chewing gum on the floor, where he will speak using Laverne's voice. See
bug #3803 for details. I've re-verified that it happens in the original
as well.
2022-04-08 16:37:03 +02:00
Eugene Sandulenko abea37c9bb ALL: Update ScummVM project license to GPLv3+ 2021-12-26 18:48:43 +01:00
Andrea Boscarino f731cfd648 SCUMM: DiMUSE: New Digital iMUSE Engine (#3368)
SCUMM: DiMUSE: Add new implementation of the engine
2021-11-16 00:05:18 +01:00
Orgad Shaneh ed5489929c SCUMM: Use nullptr
Using clang-tidy modernize-use-nullptr
2021-11-14 15:51:59 +02:00
athrxx bfd8c8ed8c SCUMM: whitespace 2021-08-16 18:29:47 +02:00
sluicebox 674ed112aa JANITORIAL: Update more old bug tracker numbers
I missed the six digit ones and a few others in:
93eeffc84d
2021-06-09 14:28:52 -06:00
Orgad Shaneh a05e54f00c JANITORIAL: Remove trailing whitespaces 2021-05-04 11:46:30 +03:00
Little Cat f9b741c0ee SCUMM: Add comments describing the room variables. 2021-04-27 01:03:00 +03:00
Little Cat e0b61f1ec3 SCUMM: Fixed regression caused by Pete Workaround
The original commit containing the Pete Wheeler hotfix for the Baseball gmaes has caused a regression where batting with any other bat as Pete Wheeler would slow down his swinging animation after hitting the ball.  Whoops.  This fixes the regression by adding another check to determine whether he is bunting or not.
2021-04-27 01:03:00 +03:00
Orgad Shaneh c8fc484c37 SCUMM: Fix X-range of selection for Hebrew on scumm<7
curRect.left is assigned in the script, and it is not modified. right is
assigned with the screen width - original left.

This results in bad highlighting of the verbs all over the line width,
instead of being limited to the actual string.

Due to that, sometimes the selection range of the up/down arrows overlaps
with some of the verbs, and then these verbs cannot be selected.

Solve by storing the original left value, and using it as initial x
position for the string (the actual right-to-left manipulation is done in
drawString()), and modify the value of curRect.left to match the string
that was actually drawn.

This bug is similar to the one that was fixed in 58e921eb87, but the
solution that was done there for v7 and v8 cannot work here, because the
string logic is much more complicated.
2021-04-26 21:26:41 +03:00
Little Cat 71f490e550 SCUMM: Add workaround for Pete Wheeler softlock
This workaround fixes a script bug in Backyard Baseball 2001 and 2003 where bunting a foul ball as Pete Wheeler may softlock the game if the ball goes far left or right field.

The original Backyard Baseball 1997 release does not seem to have this bug in my testing.
2021-04-09 17:47:53 +02:00
sluicebox 93eeffc84d JANITORIAL: Update old bug tracker numbers 2021-03-03 02:15:05 +02:00
Andrea Boscarino 8cfe68eacf SCUMM: COMI: fix missing soundKludge call 2020-12-28 22:55:49 +02:00
Ben Castricum ae8f6397eb SCUMM: Prevent darkenPallete() in Room 0 in FT, fixes bug #9871 2017-08-17 09:47:03 +01:00
Ben Castricum b9b96e8991 SCUMM: Correct the raft position for PUTTZOO, fixes bug #6097 2016-08-30 09:07:30 +02:00
Torbjörn Andersson f74ba29753 SCUMM: Enable Day of the Tentacle easter egg
Instead of returning to the launcher, a game may now specify a list
of "chained" games and optional save slots. The first game is popped
from the list and started. Quitting still quits the entire ScummVM.
It seemed like the sensible thing to do.
2014-12-30 03:45:14 +01:00
Johannes Schickel 3847465163 SCUMM: Make GPL headers consistent in themselves. 2014-02-18 02:39:38 +01:00
Torbjörn Andersson b8c198aec9 SCUMM: Remove unnecessary NULL check, CID 1003628
Since ah->data is an array, it can't ever be NULL.
2013-08-18 09:05:03 +02:00
Matthew Hoops 0031c41db8 COMMON: Change kPlatformPC to kPlatformDOS
"PC" was very ambiguous and now it matches what we show in the GUI.

This also corrects sword2's platform to Windows.
2013-05-02 18:43:10 -04:00
Max Horn 9ec64a66fe SCUMM: Turned ResTypeData into a Common::Array<Resource>, subsuming its _resource member 2011-05-13 14:48:01 +02:00
Max Horn c02420df43 SCUMM: Add a Resource class, refactor res code around it 2011-05-13 11:47:13 +02:00
Max Horn 75b9deb185 SCUMM: Get rid of the MemBlkHeader hack
This uncovered at least one potentially serious bug in the inventory
code, which still needs to be investigated and fixed.
2011-05-13 11:47:10 +02:00
Max Horn 45e65d7ea0 SCUMM: Refactor how resource (types) are srepresented
Previously, we had a couple of arrays of size N (where N = number of
resource types), one for each attribute of a resource type (such as as
the number of resources of that type.

Now, we have one array of size N, whose elements are a record
aggregating all the attributes of each resource type.
2011-05-13 11:47:08 +02:00
strangerke 69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00
Max Horn 0ce2ca4e00 COMMON: Replace MKID_BE by MKTAG
MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
2011-04-12 16:53:15 +02:00