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DIRECTOR: Added debug channel for executing precompiled bytecode
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@ -49,6 +49,7 @@ DirectorEngine::DirectorEngine(OSystem *syst, const DirectorGameDescription *gam
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DebugMan.addDebugChannel(kDebugText, "text", "Text rendering");
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DebugMan.addDebugChannel(kDebugEvents, "events", "Event processing");
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DebugMan.addDebugChannel(kDebugSlow, "slow", "Slow playback");
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DebugMan.addDebugChannel(kDebugBytecode, "bytecode", "Execute Lscr bytecode");
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g_director = this;
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@ -65,7 +65,8 @@ enum {
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kDebugEvents = 1 << 5,
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kDebugLingoParse = 1 << 6,
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kDebugLingoCompileOnly = 1 << 7,
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kDebugSlow = 1 << 8
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kDebugSlow = 1 << 8,
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kDebugBytecode = 1 << 9
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};
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struct MovieReference {
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@ -198,7 +198,8 @@ void Score::loadArchive() {
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}
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// Try to load compiled Lingo scripts
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if (_vm->getVersion() >= 4 && 0) {
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// FIXME. Disabled by default, requires --debugflags=bytecode for now
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if (_vm->getVersion() >= 4 && debugChannelSet(-1, kDebugBytecode)) {
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Common::Array<uint16> lscr = _movieArchive->getResourceIDList(MKTAG('L','s','c','r'));
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if (lscr.size() > 0) {
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debugC(2, kDebugLoading, "****** Loading %d Lscr resources", lscr.size());
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