The PSX version doesn't have a credits Smacker video
but has a CREDITS.DAT file containing credits strings which
have to be displayed as a scrolling list of names and roles.
This still doesn't render correctly because the PSX version has
a blitting routing which moves coordinates around, but 34 is
the correct value to have here.
This emulates the AIL driver more closely, as the sample should
immediately stop. This also fixes Lady Piermont piano not fading out
properly whenever a conversation is started with her.
The commit I'm reverting is a very old one and forces
stereo inversion in a couple of sound effects in Rue Jerry.
The wrong stereo direction is in the original as well;
this surely is fixable, but we shouldn't do things like
editing the resource identifiers anymore, instead we
should put up an enhancement system like the one in
the SCUMM engine, and force the samples swap at
runtime only during that particular screen.
This stops George from walking or beginning its rest animation
when we perform an object look or combine on the top menu.
This is on the original code but we never implemented it...
This originally fixed a crash at startup, but we seem
to handle everything correctly now, so this now works
as it should. Tested on DOS, Mac and PSX versions.
This ensures that when loading a savegame the top menu bar
doesn't enter in its open state by mistake because the mouse
coordinates are wrongly set as (0,0).
This patch is available in every executable after the
original UK one. Its purpose is to turn off scripts which
were causing issues by continuing running past their scope.
The patch, as descripted within the the original source
code, checks if the game is past the Syria section,
and if so it checks if the Market Stall section is still
alive, and if so it closes both the section (45) and
the Mega object for Duane (134), effectively terminating
their scripts.
What was I thinking when I added this?!
This code unconditionally enters sections, with the risk
of them being active throughout the whole game, without
ever being closed. I sure love hearing the Irish Pub fiddle
player from within the ending scene with the Neo-Templars. :-)
I say "mostly" because I still have off-by-one positioning inaccuracies,
and navigating the PSX disasm is very tiresome... I'm not even sure
we are rendering sprites in the correct position anymore... Argh!
We are only updating the menu bars when the screen is not fading.
This optimization restores the same code speed as previous
codebase iterations without thread-safeness whenever a menu
is interacted with during a palette fade.
This commit deals with all the copyRectToScreen calls which, during
a palette fade, can collide with screen updates. These changes are
verified with a Thread Sanitizer enabled build.
I know that the latest commits have introduced lots of locks, and
I'm going to optimize the optimizable, but first I have to reach a
no-crash point :-)