Commit Graph

20 Commits

Author SHA1 Message Date
D G Turner
59b639ed4d SCUMM: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.
2019-12-23 11:56:16 +00:00
Johannes Schickel
3847465163 SCUMM: Make GPL headers consistent in themselves. 2014-02-18 02:39:38 +01:00
Eugene Sandulenko
cfbc8be757 SCUMM: Fix non-terminated string. CID 1003867 2013-04-24 01:08:09 +03:00
Tarek Soliman
a4798602d7 JANITORIAL: Fix missing whitespace in pointer cast
find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'

This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
2012-02-15 10:07:10 -06:00
Eugene Sandulenko
10536e285c SCUMM: Fix bug #3306145: INDY3: EGA version script bugs
Based on a patch presented in the bugreport. Fixes several bugs
connected with calcualting IQ points in Amiga versions of Indy3.
2011-07-13 12:33:51 +01:00
strangerke
69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00
Max Horn
2d1c8a3533 ALL: Fix whitespaces / indention
svn-id: r55818
2011-02-07 23:01:06 +00:00
Florian Kagerer
5af782c5d2 SCUMM/FM-TOWNS: disable new graphics code in DS port
svn-id: r53033
2010-10-05 19:04:52 +00:00
Florian Kagerer
0d8f4a22ae SCUMM/FM-TOWNS: fix palette and other graphics issues
This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this  dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).

Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.

This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).

Japanese font drawing hasn’t been improved much yet. This will be a separate task.

svn-id: r52966
2010-10-01 19:24:52 +00:00
Max Horn
8a5705132d SCUMM: More finely differentiate opcode tables between v3, v4 and v5
This has been tested and verified as much as I can, but has a small
risk of leading to (easily fixable) regressions.

svn-id: r52130
2010-08-16 19:58:01 +00:00
Travis Howell
e12d3c966a Correct regression in V1 DOS version of Zak McKracken.
svn-id: r43802
2009-08-29 14:20:27 +00:00
Travis Howell
1be7ab068e Add patch #2846581 - MM C64: savedialog.
svn-id: r43801
2009-08-29 14:08:19 +00:00
Max Horn
fb79b18571 Changed SaveFileManager methods to take Common::String params (instead of char pointers)
svn-id: r41000
2009-05-29 14:38:22 +00:00
Max Horn
6a7bb77305 SCUMM: Introduced new method ScummEngine_v5::jumpRelative; unified some v0 and v2 opcodes
svn-id: r40025
2009-04-20 12:35:17 +00:00
Max Horn
3044593da0 SCUMM: Moved o5_saveLoadGame and o5_saveLoadVars to ScummEngine_v4 (the highest SCUMM version to implement these opcodes. Actually, our code was bugged in so far as we only ever invoked o5_saveLoadGame in V3 games, never in V4 games (but this properly never mattered ;)
svn-id: r40014
2009-04-19 01:01:54 +00:00
Max Horn
0e82403daa SCUMM: o5_ifNotState and o5_ifState are actually not part of v5, only in v3 & v4 -> renamed and moved them accordingly
svn-id: r40013
2009-04-19 01:01:28 +00:00
Max Horn
57c624b24d SCUMM: ScummEngine_v5::o5_oldRoomEffect -> ScummEngine_v4::o4_oldRoomEffect
svn-id: r40012
2009-04-19 01:01:09 +00:00
Max Horn
25d0e7d4bc SCUMM: In v5, only opcodes 0x05 and 0x85 are mapped to o5_drawObject; in v3 & v4, several other opcodes map to it. Capture this properly in the opcode tables
svn-id: r40011
2009-04-19 01:00:49 +00:00
Max Horn
b32e9f00b0 SCUMM: MovedScummEngine_v5:: o5_pickupObjectOld to ScummEngine_v4::o4_pickupObject
svn-id: r40009
2009-04-19 01:00:11 +00:00
Max Horn
56a31019b7 SCUMM: Added stubs for V3 & V4 opcode tables
svn-id: r40007
2009-04-19 00:59:28 +00:00