At default, we still use our improved version (for which
I restored the correct accurate grayscale colors, though).
For this original noir mode we have to play without the
"minor bug fixes" enhancement class active.
I reviewed what I was comfortable with; this change is not complete
(and I didn't review the HE workarounds at all), but it's still an
improvement.
I may need to update the Enhancement page on the wiki with these
changes...
I wanted to do this for a very long time. This is helping me
debugging some very hard to understand remaining bugs
on some SCUMM HE games.
I tested this for several hours with several games,
including Moonbase and some Backyard games
ensuring there were no obvious regressions.
We now quit without confirmation when the scripts tell the
interpreter to quit. Except in COMI main menu, when pressing
on the "Quit" option. In that case we must ALWAYS show the
confirmation dialog box.
* SCUMM HE: BYB01 hit power mod for online competitive play
* SCUMM HE: BYB01 pitch location hit quality mod for competitive online play
* SCUMM HE: Unindent switch case statements
* SCUMM HE: BYB01 online mod: sprint on halfspeed popup
* SCUMM HE: BYB01 online mod: fewer sprints for top speed
* SCUMM HE: Fix BYB01 online turnaround score bug
* SCUMM HE: Add break statements to ensure correct hit quality returned
---------
Co-authored-by: shkupfer <shkupfer@ncsu.edu>
The turning interpolation was completely disabled for v7/8, since it
interfered with DIG walk scripts. The result was that DIG was the only
v7/8 game that still had (script controlled) turning animations. COMI
and FT don't use walk scripts. So the actors would just flip directly from
the current facing direction to the target facing.
I have now changed parts of the walking code (and some other parts)
to better match the original v7/8 code.
Albeit not 100% necessary for rewriting the HE sound engine,
I decided to make this change in order to:
- Give proper meaning to magic numbers and variables
which were given temporary names 20 years ago;
- Avoid going insane when making comparison with HE code
and ours, when rewriting the sound code.
* SCUMM HE: Return 38 for roomvar 9 to show full bench online
* SCUMM HE: Move mod impl to o6_getRandomNumberRange
---------
Co-authored-by: shkupfer <shkupfer@ncsu.edu>
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.
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.
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.
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 :)
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).
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.
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.
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.