We were comparing the wrong object name in the Rose Tattoo-specific
code, so the speaker was never found. It's not clear to me if this only
affected Watson, or if other NPCs were affected as well.
And while it may not make any difference, make sure that the "portrait"
string we compare against is also no more than four characters long,
since that's what the original engine did.
...because ScummVM will crash trying to do so.
This was discovered in bugs #13111 and #13113, where loading a HE
savegame does not load sound resource 1 but still tried to apply
workarounds to it. I don't know if this is the only case.
Color depths greater than 32 have grayscale bit 0x20 set, but the
decoder incorrectly treats 32 as grayscale and and clears the bit,
leaving the color depth as zero and causing codecs to fail.
Confirmed correct behavior in the ffmpeg code that the decoder was
based off. The decoder was introduced with the Mohawk engine in
2009,so presumably no Mohawk movies had color depth 32.
Fixes videos in the Director game Virtual Cocktail Bar
QuickTimeDecoder has a bug which causes the mediaTime offset to be
ignored when a track begins with an empty edit and is followed by an
edit with a non-zero mediaTime. This causes the KQ6 Mac opening movie
to start several tracks at unintended frames (they're never supposed to
be displayed) and the intended frames at the end of the edit to never
be displayed. (Bug #11085)
QuickTimeDecoder has a workaround for a video in a Spanish version of
Riven, but this workaround breaks valid QuickTime videos such as the
KQ6 Macintosh opening movie. (Bug #11085)
Until the original Riven video bug can be debugged to improve the
workaround, it is now disabled unless an engine enables it.
Workaround added in: b8abe40085
It's normal for fewer charcters to be available than the maximum buffer
size . Confirmed that nothing depends on not zeroing out the remaining
bytes. (In fact, we've had problems before when not zeroing out buffers
in other kernel functions as scripts have been known to assume success
and use the buffer regardless of the return value.)
Additional include and library directories can now be added.
This is most useful to Xcode Mac projects where a vanilla Homebrew setup
requires manually adding five directories through the Xcode UI and then
repeating that every time the project needs to be regenerated.
Now create_project can be scripted to regenerate a working Mac project
without any extra Xcode steps.
Prevents extra speed throttling from being applied when a script queries
the restart flag. Some rooms such as the KQ6 caves and the QFG4 caves do
this on every game cycle. In practice, this extra throttling didn't seem
to have much effect, but the intent is to only throttle game loops and
the script patches that fix inner loops.
Updated script patches to call kGameIsRestarting like game loops.
We have several SCI32 script patches that replace kGetTime spin loops
with calls to kWait for the intended delay. This prevents blocking
the main thread and allows ScummVM to be responsive and update the
screen. But kWait isn't a simple sleep, it's a throttling function,
and the duration that it sleeps (if any) is determined by the time
since it was last called. kWait was only in SCI16 interpreters so it
had to be restored to SCI32 and this required a further workaround
for Phant2 compatibility.
Now we have a dedicated custom kernel function, kScummVMSleep, which
does a simple sleep so that SCI32 script patch delays are consistent
and the Phant2 workaround isn't needed. This approach is similar to
kScummVMSaveLoad.
Restore object names in QFG1VGA workarounds that were removed to
accommodate the Mac version. Instead, don't match object names
on games that are known to not have them, since there are several.
Fixes workarounds not being applied to HOYLE4 Mac and LSL6 Mac.
When the subtitle toggle controls are disabled for a game, don't
read the value and then set config values based on it.
This caused "Override global audio settings" to always set "subtitles"
and "mute_speech" even when the controls were disabled.
Fixes bug #13007 where "Override global audio settings" always
mutes the speech clips in Hoyle4.
SSCI doesn't return zero; it doesn't return anything. This shouldn't
affect any games since no scripts should depend on a non-existent
return value, but this discrepancy came up while investigating a
fan script that accidentally relies on this.