This is to avoid file name inclusion clashes with graphics/palette.h
placed in common code, as uncovered by PR #6471
After discussing with @sluicebox, this is a simpler solution, where
only the offending palette.* files are renamed, without affecting
palette32.*, or introducing a sci prefix in files
gfxdrivers.cpp has become quite large. So I've now made a
separate file for each driver. I also separated the mode
validation and driver init code from the enigine and put
it into an extra file.
SQ4/CD/Windows uses a simiar interpreter to the KQ6 one, minus the hires
graphics support. It has the same upscaling to 640x440 (or 320x220 for small
windows) and also support the same 16 colors mode.
Also removed some whitespace...
I have attached the SQ4 Windows variant to the gfx drivers I made for KQ6.
The 16 colors mode now requires the SCIWV.EXE executable, though. I had
hard coded the 512 bytes color pattern table for KQ6, since I thought it
would remain the only one necessary. But SQ4 has a different table. So I now
load them from the executable.
There might be more Windows games like that, I just currently don't know
about it (probably other SCI_VERSION_1_1 titles). Adding support would be
super easy. But it will not work right out of the box, since I explicitly check
the game IDs in customizeGuiOptions(), to avoid any nonsense to happen.
PQ2 seems to be the oldest of these PC-98 ports. It
uses text mode print, a vertically scaled mouse pointer,
etc. Also, it doesn't really have a 16 colors mode.
I make the necessary adjustments here to provide
both 16 and 8 colors modes, since there is no technical
limitation not to have the 16 colors...
16 colors and 8 colors modes for the SCI0 and SCI1
PC-98 games.
The 8 colors modes are new, the 16 colors mode is
basically the pre-existing mode, just with some
minor fixes (palette, font drawing, etc.).
The final goal is to get rid of the upscaling inside the
engine, but that will require more work on the other
game versions that depend on it.
This enables the rgb rendering for all video modes and cleans up the
engine a lot, since the engine can now be more or less agnostic of the
screen pixel format.
We no longer need an unskippable message box about fan-made patches.
We really just want to know if a fan-made patch is present when
diagnosing a bug report, just in case that's part of the problem.
This lets us re-enable detection of the patches that GOG includes
in their releases.
- Fixes stack overflow when `error` is called from kernel function
- Includes most recent pc when `error` is called from kernel function
- Handles script procedures in addition to object methods
- Uses target name to identify game to log variant/fallback info
- Condenses errorString to a single-line header
This adds the existing GAMEOPTION_HIGH_RESOLUTION_GRAPHICS option to
Mac games with native fonts. Default is enabled. If disabled, then the
low resolution Mac fonts are used and the game isn't upscaled.
High-resolution native Macintosh fonts are now supported in the
following games when the game's executable is present:
- Castle of Dr. Brain
- Freddy Pharkas
- King's Quest 6
- Leisure Suit Larry 1
- Leisure Suit Larry 5
- Space Quest 1
And in these games when classicmacfonts.dat is present:
- Leisure Suit Larry 6 (floppy)
- Quest for Glory 1
Allows testing the speed throttler for possible improvements
and to demonstrate what it affects and what it doesn't.
`speed_throttle 0` disables kGameIsRestarting throttling.
(Except for game-specific workarounds.)
This command is possible due to several recent cleanups of other
throttling mechanisms that overlapped and were absorbed by this one.
This is based on the work done for GSoC by @taylorzhancher in PR #3256
Highlights:
- TTS has been hooked globally onto places where text is shown
- TTS is currently performed for textboxes and button texts
- TTS stops when text windows are disposed (which enhances the in-game
experience)
- No game-specific logic has been added
- This hasn't been extensively tested with all SCI16 games yet
- There will be cases that are not handled properly yet
- The TTS functions have been grouped under a SciTTS class
GOG includes NRS scripts in PQ1VGA and PQ3 which trigger our
warning about fan patches. The patches introduce several forms of
speed throttling but we already throttle at the engine level.
This changes timing throughout the games and may cause conflicts.
This commit:
- Disables the speed throttling that the patches introduce
- Removes the warning for these versions
GOG versions now play the same as original unpatched ones.