This code attempted to skip calling the function that finds script 0's
export block, but this never happened because it tests the wrong offset.
Even if it tested the right offset, it would have just been duplicating
what the function does.
High-resolution native Macintosh fonts are now supported in the
following games when the game's executable is present:
- Castle of Dr. Brain
- Freddy Pharkas
- King's Quest 6
- Leisure Suit Larry 1
- Leisure Suit Larry 5
- Space Quest 1
And in these games when classicmacfonts.dat is present:
- Leisure Suit Larry 6 (floppy)
- Quest for Glory 1
This cleans up some things I noticed when I implemented the mute flag handling. It removes the hack that manually forces flag 2 on all channels with number 9, regardless of the device.
I presume the hack was done for the earliest SCI 1 games, due to improper handling of flag 1.
Fixes access violation when playing sound 35 in early versions of SQ3.
This sound has the digital sample flag set but it doesn't contain any
digital sample data. Bug #13206
This should properly fix bug #13192 (SCI: Police Quest 4 - Random Crashes)
The view.10988 resource is a new resource as per the patch table. These
type of new resource will have a nullptr for the source when being patched.
This meant that the final memcpy to copy the remaining source would be
called with a nullptr in these cases. To avoid this, have added a nullptr
check on the source to this which should avoid this in future.
This only affected PQ4 as this was the only resource patch which created
a new resource.
Before build symbian build system process every cource file with prehistoric preprocessor.
I was unable to replace it with a modern version from gcc, since there are special specific commands. There is no description of the commands.
Since the ResourceManager is also used by the fallback detector, where
the engine is not initialized, all places where g_sci is used need to
be checked