Reading the scripts and the (nicely detailed) original bug report,
it looks all good for being a `kEnhMinorBugFixes` enhancement.
The Macintosh and 256-color releases appear to be not affected, but
the workaround is done in a way where this doesn't matter.
There was another occasion where the episode iq point would
be written into the series iq file. Also, the loading routine wasn't
always working correctly.
When clearing the series IQ points (only in the Mac version of Indiana
Jones and the Last Crusade?), make sure to close the file immediately
after zeroing it. Otherwise, it may not have been created when
updateIQPoints() tries to read it.
Note that clearing the series IQ point seems to be broken at the time,
and this does not fix that. But one thing at a time.
As much as this seems bad design, it's a real possibility in the original interpreters, furthermore
confirmed by the menu messages which are shown when the user tries to do that, so here we are...
This commit implements saving and loading in the same way the original interpreters
for MANIAC v0-1-2, ZAK v1-2-3, LOOM v3 and INDY v3 do. This makes it possible to
use the original save menus without glitches or crashes.
Saves done from GMM can also be loaded from the original menu.
find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).
Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.
This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).
Japanese font drawing hasn’t been improved much yet. This will be a separate task.
svn-id: r52966