* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Fix a patch to use jmp instead of waste bytes
* Make identifier suffixes and patch descriptions consistent
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes and patch descriptions consistent
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes and patch descriptions consistent
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
* Remove no-longer-needed script patch for day 10 room 808, which
has been fixed using a different, generic mechanism since commit
e8c429832f
This makes the game menu able to handle a 3rd state, so that the
game shows text but also play speech at the same time.
We need to inject our own view for the new button to really show
up. I'm not that experienced with the SCI32 graphics code, which
is why I prefer snover to do this part.
Right now it will show the button with text selected 2 times in
a row. The first "text" button is the dual mode / "both" state.
Anyway, thanks to snover for notifying me of this game needing
dual mode patched in and also for some help.
This fixes a bad play call by replacing it with a fade call.
The newRoom function In script rm23v090 (room 23090) was
calling a play function with 5 arguments, but the play
function only takes 4 arguments. Since it looks like a fade
call it has been replaced with that.
Fixes Trac#10200.
snover helped.
This fixes overlapping of the left arrow in all cases, but the
scroll delta and initial offset of inventory items will only be
fixed in new games because the affected objects are global objects
whose bad properties get persisted into save games.
Fixes Trac#10037.
This update should give the game the default mix it receives in
Windows. If necessary, the half-volume audio bug in the DOS
interpreter can be added as an additional hack for this game, since
there are still some sub-par audio mixes that might need additional
correction (like Curtis talking to Blob when taking her out of the
cage in his apartment at the start of the game) which were also
bad in the Windows version of the game.
Fixes Trac#10165.
This fixes buggy PQ4 system script code and makes entering user
and password on the police computer not trigger a signature mismatch
anymore.
Script code was fixed by Sierra in PQ4 CD.
The previous script patch for this bug was much simpler and
targeted the bad code that hangs, instead of the bad code that
caused the unexpected flag setting, but this caused glitches in
the dragon's cave that couldn't really be fixed since different
animations relied on some common code for positioning Boogle. So,
now, this more complicated patch fixes the fast-forward code in
the seraglio to set Boogle's in-the-bag flag, which is what the
dragon's cave needs in order to not hang when worming Boogle.
Also, because this patch now targets the code that caused the bad
flag state, instead of the code that hangs on the bad state, any
save game in the dragon's cave with the bag flag setting will need
to be fixed by exiting and re-entering the dragon's cave.
Refs Trac#9836.