The current patch mechanism allows only replacing intructions in current
scripts, but not adding new instructions out of nowhere.
Thus, issue like #9646 is about to be closed as WONTFIX.
This new mechanism adds a hook on vm.cpp, before executing opcodes, and
if required, executs a new code.
It solves one of the issues of #9646, the others can be solved as well using that mechanism.
There are many situations that GM sounds worse than MT, even for games
that were written for GM.
I think this is related to this.
And, there is a note in midi.cpp:
// NOTE: SSCI uses channels 1 through 8 for General MIDI as well, in the drivers I checked
Also, issue #6686 reports that using the "higher" channels causes
problem on a real SC-55.
This change solves at least: #6686, #9735 and #10297
This adds support for the Roland GS drumkits used by SQ5 and QfG3.
The original Sierra GM driver does not pass the drumkit select MIDI
messages to the GM device, but they do exist in the MIDI data.
Another issue is that the drumkit numbers used are incorrect. This
does work on the original Roland SC-55 devices because they correct
the drumkit numbers. Later devices do not do this. Code has been
added to correct these wrong drumkit numbers.
Implements kInputText, which displays a black and white utility dialog
with a title and a text box in a fixed position using the system font.
The only known game that uses this is Phantasmagoria 2 for several
easter eggs, which now work. This was probably used by internal scripts
during game development.
kEditText and kInputText share a function in Sierra's interpreter for
processing events, so that code has been factored out and placed in
GfxControls32::processEditEvent().
GfxText32 can now measure text pixel height as SSCI did by identifying
the tallest character height in the current text, which the newly added
titled font bitmap code requires.
Fixes bug #10570
These are structures which are stored in the ARC files of the Behind
the Developer's Shield and Inside the Chest demos, included in several
editions of the King's Quest Collection.
The number of elements and element size of each array element are
stored with each array, and are read as raw bytes. We don't need these
in ScummVM, so we skip them.
This change allows the two demos to function fully and correctly now.
Special thanks to sluicebox for working on these files and their
associated game scripts, and figuring out these extra bytes, which
have remained a mystery up to now.