It was bypassed in the Software Farm re-release, which was made by the
original authors of the game. As a side effect, it's now possible to
enable the copy protection in that version.
Fixes bugs #4147, #13910
The Apple IIgs version is unaffected and will require a separate fix.
That version only had one speed, so it does not contain the script that
synchronizes clock speed with game speed. We add this feature, and will
also need to implement this synchronization.
The AGIMOUSE protocol is for three mouse variables to be set by the
interpreter in response to opcode 171. This code updated two of the
three variables when processing events, causing the variables to
unexpectedly change in the middle of a game cycle, such as when
displaying a message box.
Fixes phantom clicks in "DG: The AGIMouse Adventure"
The correct value for variable 20 on Amiga interpreters is always 5.
Confirmed in the Amiga scripts for SQ1, MH1, and MH2. These games all
expect variable 20 to have a value of 5, just like all Amiga games.
Fixes Amiga menus and help text not appearing, and other details.
Note that this fix exposes another bug which now prevents the Amiga
Manhunter games from starting: the opcode table is wrong for these
versions. This also prevents the Atari ST version of MH1 from starting.
Fixed in next commit.
Thanks waltervn for pointing this issue out
AppleIIgs adjustment tables had to be extended, because the first
3 arcade sequences were running way too fast, while the last one
ran fine and all of those are part of one single room.
Original AGI TIME_DELAY 0 made the game run as fast
as possible. We didn't go that far, but it still seems to run
too fast. This should hopefully fix that.
See bug #9607
Original AGI Hercules rendering was restricted by the Hercules
resolution, which is why they had to remove the AGI prompt and
replace it with a prompt window like the one used in SCI.
We are not and even when we support that prompt window, we
will still support the original AGI prompt even for Hercules
rendering.
Maybe some games had special graphic code, when Hercules rendering
is active. This needs to get checked.
We are now telling the scripts that we are running on EGA,
so that they don't put text at different coordinates.
Hercules rendering also used a different grid for putting text
for example Space Quest 2 right at the start.
This change avoids problems with such placement. We don't really
want to restrict ourselves by implementing that different
text grid resolution.
Also added comments on game feature flags.
Plenty of fan games set volume to mute, because they thought 15
would be loudest. It's in fact "mute" in AGI. Those games were
made primarily for PC AGI, which did not use the volume setting.
We do, so such games would get muted audio. We try to detect
such games. Hopefully fully fixes bug #7035.
Too many games to try them all out.
Also removed old comments about testing needed for IIgs
Also removed warning when game speed is overwritten for IIgs,
b/c all games were tested and should run properly now.
And in that case poll events, delay for a few milliseconds and
update screen.
This somewhat worked before the graphics rewrite because of
a timer hack.
This one tries to detect actual inner loops.
Happens in at least Police Quest 1 when playing poker.
Also add a table for Apple IIgs games for music issues like in PQ1
intro, where the developers thought that loading a new room would
take X amount of time and they started loading before the music was
done. In our AGI music may get cut off because of this.
It of course also happens, when using the original interpreter,
as soon as you emulate a faster processor. Which means this
is also a workaround.
See bug #7026
It seems that either Apple IIgs ran very slowly or that its
AGI interpreter didn't do the delays as on all the other platforms.
Further investigation needed
Fixes all sorts of games running now way too fast.
Removed pollTimer()
Renamed pause() to wait()
Doing 10 msec delays instead of at least 50 msec per EventProcess
Seems to fix weird Gold Rush ingame timer issue?! bug #4147
processEvents() renamed to processScummVMEvents()
mainCycle() renamed to processAGIEvents()
have.key now sets up an inner loop and calls processAGIEvents()
to avoid any further cycle work processing