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AGI: Move SQ2 Apple IIgs unknown opcode handling
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@ -1017,17 +1017,7 @@ void cmdShowMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
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}
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}
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// Seems to have been added for AGI3, at least according to PC AGI
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// Space Quest 2 on Apple IIgs (using AGI ) calls it during the spaceship cutscene in the intro
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// but show.mouse is never called afterwards. Game running under emulator doesn't seem to hide the mouse cursor.
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// TODO: figure out, what exactly happens. Probably some hacked-in command and not related to mouse cursor for that game?
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void cmdHideMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
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if (vm->getVersion() < 0x3000) {
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// was not available before 3.086
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warning("hide.mouse, although not available for current AGI version");
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return;
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}
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if ((vm->getGameID() == GID_MH1) && (vm->getPlatform() == Common::kPlatformApple2GS)) {
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// Called right after beating arcade sequence on day 4 in the hospital Parameter is "1".
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// Right before cutscene. show.mouse isn't called. Probably different function.
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@ -417,6 +417,16 @@ void AgiEngine::setupOpCodes(uint16 version) {
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_opCodes[0x97].parameters = "vvv";
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_opCodes[0x98].parameters = "vvv";
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}
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// TODO: Opcode B0 is used by SQ2 Apple IIgs, but its purpose is
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// currently unknown. It takes one parameter, and that parameter
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// appears to be a variable number. It is not hide.mouse from AGI3.
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// No other AGI2 games have been discovered that call this opcode.
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// Logic 1: during the spaceship cutscene in the intro, called with 53
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// Logic 23: called twice with 39.
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_opCodes[0xb0].name = "unknown";
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_opCodes[0xb0].parameters = "v";
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_opCodes[0xb0].functionPtr = &cmdUnknown;
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}
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if (version >= 0x3000) {
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