Commit Graph
137148 Commits
Author SHA1 Message Date
Willem Jan Palenstijn 7f12638763 SCI: Remove unclear &rest handling
Modifying a value above the stack pointer doesn't seem to make much
sense. This was added in FreeSCI back in 2002 in a pair of commits that
did not make clear what the purpose of this was. My guess is that it
attempted to adjust argc, but failed. This wouldn't have been noticed
since argc was always set correctly by make_exec_stack_entry (which is
now the ExecStack constructor).
2016-07-02 21:25:53 +02:00
Willem Jan Palenstijn 08f1727b08 SCI: Improve kernel subfunction logging
ExecStack now stores the kernel call number as well as the subfunction.
This allows kStub and backtraces to log the actual subfunction called.

The kernel call number in ExecStack used to be stored in the
debugSelector field. It now has its own field, to avoid confusion.
2016-07-02 21:25:53 +02:00
Willem Jan Palenstijn 9f2fff4f66 SCI: Remove unneeded copy 2016-07-02 21:25:53 +02:00
Willem Jan Palenstijn e243147f1e COMMON: Make MemoryWriteStreamDynamic private members protected 2016-07-02 21:19:23 +02:00
Ori Avtalion cfeae98eb0 SCUMM: Add actor/object names to debug output 2016-07-02 12:22:50 +03:00
Colin Snover 948e448738 SCI32: Fix signed comparison warnings 2016-07-01 15:58:43 -05:00
Colin Snover 6c8661d144 SCI32: Fix bad rendering of subtitle backgrounds in Torin
The way dimensions of scaled screen items are calculated changed
over the lifetime of SSCI. In early low-resolution and
mixed-resolution games, scaled drawing needed to use at a global
cadence across the entire screen to ensure proper alignment, but
in later games (like Torin), local scaling of individual screen
items seems to be the way scaling is performed.
2016-07-01 15:54:27 -05:00
Colin Snover b7dcf5f6c1 SCI32: Use better audio fading algorithm
Using the one from SCI2.1mid makes fades very slow because SDL has
a larger audio buffer than SSCI DOS. This new algorithm is based on
wall time so will always fade at the correct speed, although the
larger buffers will have a coarser granularity so the fades may
not be as smooth as in the original engine. If anyone cares, the
fade volume could be mixed into individual samples in `readBuffer`
instead of applying just once per complete buffer. SSCI did not
do this, however, so this implementation should be pretty accurate.
2016-07-01 12:43:39 -05:00
Colin Snover e8552cf96c SCI32: Fix audio fading 2016-07-01 12:42:39 -05:00
Martin Kiewitz 17b3dc4584 SCI: Fix script patcher, so that it works on BE systems 2016-07-01 15:23:50 +02:00
Ben Castricum da55658a80 SDL: Fix mouse trailing part of bug #7141
Overlays are shown with _currentShakePos offset too, so no need to
compensate the mousepointer position for overlays. This compensation
was done inconsistently in draw/undraw mouse causing the mouse trails.
2016-07-01 08:26:03 +02:00
Ben Castricum 8957bf4d7f SCUMM: reset ShakePos on loading, fixes one part of bug #7141 2016-07-01 08:25:28 +02:00
Ben Castricum 315ad620af SKY: change "savegame" into "saved game" 2016-07-01 07:34:28 +02:00
Ben Castricum 6a2059e13f SCUMM: Use exact strings in stringtable, fixes bug #6886
Similar (fix) to bug #6739
2016-07-01 07:33:36 +02:00
Filippos Karapetis 9cf3566e27 Merge pull request #766 from OmerMor/qfg3_bounds
SCI: Script patch for QfG3 giant tree bounds
2016-07-01 07:58:55 +03:00
Willem Jan Palenstijn 7edc5cd891 Merge branch 'remap' 2016-07-01 00:50:44 +02:00
Colin Snover ca279390a3 SCI32: Fix broken Remap implementation
Remap would crash SCI2.1early games with 19 remap slots, and
did not actually work in most cases in SCI2.1mid+ games.

1. Avoid accidental corruption of values from the VM that may be
   valid when signed or larger than 8 bits
2. Fix bad `matchColor` function.
3. Remove unnecessary initialisation of SingleRemaps
4. Update architecture to more closely mirror how SSCI worked
5. Split large `apply` function into smaller units
6. Fix buffer overrun when loading a SCI2.1early game with remap
7. Warn instead of crashing with an error on invalid input (to
    match SSCI more closely)
8. Add save/load function
2016-07-01 00:18:32 +02:00
Colin Snover 0c799e1bd9 SCI32: Move matchColor to GfxRemap32 2016-07-01 00:18:32 +02:00
Colin Snover 0aed08681e SCI32: Separate remap types 2016-07-01 00:18:32 +02:00
Colin Snover 14e57ac867 SCI32: Add missing remap CelObj calls 2016-07-01 00:18:32 +02:00
Colin Snover ed64d5b020 SCI32: Move GfxRemap32 to separate files 2016-07-01 00:18:32 +02:00
Colin Snover 5a3d8337a6 SCI32: Change kRemapColors naming for consistency 2016-07-01 00:18:32 +02:00
Willem Jan Palenstijn c6c9593840 Revert "SCI32: Fix broken Remap implementation"
This reverts commit cfda8b9ecd.

This is only to re-apply it immediately in a series of smaller commits.
2016-07-01 00:18:07 +02:00
Filippos Karapetis a40e43f777 Merge pull request #770 from OmerMor/kgettime
SCI: Fixed KGetTime with SYSDATE subop in SCI0-LATE.
2016-07-01 00:54:44 +03:00
Colin Snover 28d97d0f55 SCI32: Specify default hardware rates
This normally happens in SSCI when the audio hardware is
initialised.

CID 1357048
2016-06-30 15:15:12 -05:00
Colin Snover 4ee1901706 SCI32: Add transparent pic plane type
It is not clear if this is ever actually used by game scripts,
though.
2016-06-30 14:04:57 -05:00
Colin Snover e89bdf536d SCI32: Clean-up pass on rendering pipeline
This pass exposed two bugs, which have been fixed:

1. Checks of `_updated` and `_moved` were reversed in some areas,
   which lead to rendering bugs. In SQ6 the rendering bugs were
   subtle or non-existant, but in e.g. PQ:SWAT the Sierra logo and
   title screen animations were totally missing.

2. The renderer formerly kept reading from ScreenItemLists when
   new items were added in decrementScreenItemArrayCounts, but
   this was determined to be unnecessary.
2016-06-30 14:04:57 -05:00
Colin Snover 0310b4dc4d SCI32: Implement engine-accurate screen item list sorting
It seems highly probable that there are later SCI games that use
the "hi res" rendering path, so sorting and unsorting of
ScreenItemLists needs to be accurate.
2016-06-30 14:04:57 -05:00
Colin Snover a785147d6c SCI32: Document & clean up extra rect argument for frameOut
This extra rect seems to probably only ever be used by VMD
playback in some SCI2.1 games.
2016-06-30 14:04:57 -05:00
Colin Snover 29f7a66af4 SCI32: Add low resolution constants
In a few places in the graphics system, fixed low-resolution values
are used instead of the game script resolution.
2016-06-30 14:04:56 -05:00
Willem Jan Palenstijn d2f598cea6 CONFIGURE: Only open config.log after showing help
This prevents ./configure --help from clearing config.log.
2016-06-27 22:19:02 +02:00
Martin Kiewitz 9f789038b0 SCI: Add script patch for another Colonel's Bequest game bug
Command input stays disabled, when oiling the arm of the armor.
We fix this.
This script bug also happens, when using the original interpreter.

Fixes bug #7154
2016-06-27 21:42:18 +02:00
Omer Mor 36c7e7d252 SCI: Fixed KGetTime with SYSDATE subop in SCI0-LATE.
SSCI implementation of the SYSDATE subop of the GetTime kernel function was
changed between SCI0-LATE and SCI01: The base year used was changed from 1920 to
1980.
This subop is used in "Codename: Iceman" (Say "ask for date" to a passing girl
on the beach).

The Atari ST version of "Codename: Iceman" use the 1980 base year.
The Amiga version of "Codename: Iceman" appears to return the time instead of
date, with 0 for the YEAR part.
2016-06-27 08:16:58 +03:00
Colin Snover 1632bd50c8 SCI32: Fix benchmarking for QFG4 2016-06-26 12:44:36 -05:00
Colin Snover 60849a16cb SCI32: Change Color::operator!= to all operator== directly 2016-06-26 12:44:35 -05:00
Colin Snover 5e6f08d9fe SCI32: Enable aspect ratio correction on QFG4CD 2016-06-26 12:44:35 -05:00
Colin Snover 3ffde88b18 SCI32: Fix typo 2016-06-26 12:44:35 -05:00
Colin Snover 26e7d3d9e9 SCI32: Remove no-longer-relevant comment 2016-06-26 12:44:35 -05:00
Colin Snover 6feec9ed72 SCI32: Add more workarounds for SCI2.1early games
These games all share the same bad system script that always sends
NULL as a second argument to kDoSound(play).
2016-06-26 12:44:35 -05:00
Colin Snover cfda8b9ecd SCI32: Fix broken Remap implementation
Remap would crash SCI2.1early games with 19 remap slots, and
did not actually work in most cases in SCI2.1mid+ games.

The SCI16 implementation was moved to its own separate file but
was otherwise touched as little as possible, so may still have
similar problems to the SCI32 code.

1. Split SCI16 and SCI32 code into separate files
2. Use -32 prefixes for SCI32 code and no prefix for SCI16 code,
   where possible, to match other existing code
3. Avoid accidental corruption of values from the VM that may be
   valid when signed or larger than 8 bits
4. Added documentation
5. Add missing remap CelObj calls
6. Inline where possible in performance-critical code paths
7. Fix bad `matchColor` function, and move it from GfxPalette to
   GfxRemap32 since it is only used by GfxRemap32
8. Fix bad capitalisation in getCycleMap
9. Remove unnecessary initialisation of SingleRemaps
10. Update architecture to more closely mirror how SSCI worked
11. Clarify the purpose of each type of remap type (and
    associated variable names)
12. Split large `apply` function into smaller units
13. Fix buffer overrun when loading a SCI2.1early game with remap
14. Remove use of `#define` constants
15. Warn instead of crashing with an error on invalid input (to
    match SSCI more closely)
16. Change the collision avoidance mechanism between the RemapType
    enum and remap kernel functions
17. Add save/load function
2016-06-26 12:42:58 -05:00
Colin Snover c5914eb80d SCI32: Fix hang when playing auto-play audio channels 2016-06-26 10:56:36 -05:00
Colin Snover 6ec206ccee SCI32: Fix race condition when freeing audio resources
It's not possible to call any ResourceManager methods from any
thread other than the main thread because it is not thread-safe.
2016-06-26 10:53:45 -05:00
Bastien Bouclet 36c45b7f0b GRIM: Don't enable / disable GL_TEXTURE_2D in the programmable pipeline
It is an invalid operation.
2016-06-26 09:30:28 +02:00
Bastien Bouclet e97279aeab GRIM: Don't enable / disable GL_TEXTURE_2D in the programmable pipeline
It is an invalid operation.
2016-06-26 09:28:14 +02:00
Bastien Bouclet e2ced1271a Merge pull request #1252 from bgK/sdl2-bgk
Basic port to SDL2
2016-06-26 08:47:13 +02:00
Bastien Bouclet 3391c726cf MOHAWK: Remap bitmaps not to use undefined colors
The Spanish version of Myst has bitmaps that use palette indices in the system
reserved range. Affected pixels previously used colors from the Windows system
palette instead of the bitmap's own palette, resulting in visual glitches.

Bitmaps are now remapped to the screen palette which is made of the Windows
reserved palette and part of the bitmap palette. The original engine used GDI's
StretchDIBits with DIB_RGB_COLORS to achieve the same result.

Fixes #7153.
2016-06-26 08:37:07 +02:00
Martin Kiewitz cedcdbc48d SCI: Add getGameObjectName to fix compilation
Is needed for 80462b3 (Fix auto-saving in the fan-made Cascade Quest)
2016-06-25 23:59:46 +02:00
Martin Kiewitz 80462b3f87 SCI: Fix auto-saving in the fan-made Cascade Quest
Script patch to change the fixed slot 999 to fixed slot 99 in the
game scripts and additional code for kSaveGame, that checks for
Cascade Quest + slot 99 and will then use ScummVM slot 0, which
is our auto-save slot.

Fixes bug #7007

Also added the game name to the other fan-made script patch.
2016-06-25 23:59:01 +02:00
Filippos Karapetis 2e58e6d09f SCI32: Properly initialize pausedAtTick inside Audio32::play()
Fixes audio not playing in later SCI32 games that use Audio32
2016-06-25 17:42:19 +03:00
Filippos Karapetis 5ffafbb9b8 Revert "SCI32: Properly initialize AudioChannel inside Audio32::play()"
This reverts commit 5eaea05a2b.
2016-06-25 17:37:43 +03:00