Age | Commit message (Collapse) | Author |
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svn-id: r55278
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Since Urban Runner casts int16s to uint32 before pushing them onto the
stack and after popping assumes it's little endian, we have explicitely
preserve the variable space endianness while pushing/popping.
svn-id: r55277
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Fixes Urban Runner loading.
This being broken has the potential of messing up
/everything/ in unpredictable ways, so saves of games using
this opcode may be borked. Thankfully, I *think* it's just
Urban Runner, which isn't working/supported yet anyway.
svn-id: r55276
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svn-id: r55275
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svn-id: r55274
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svn-id: r55273
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svn-id: r55272
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svn-id: r55271
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svn-id: r55270
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svn-id: r55269
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svn-id: r55268
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r49786 introduced a regression which made the game options menu set the
game language to "zh-cn" in case "<default>" was selected. Also in case no
language key was present in the game's config domain no text was shown at all,
now it shows "<default>" in that case again.
svn-id: r55267
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This is done by adding the "SDL_BACKEND" define to x64 MSVC project files, otherwise linker errors would occur, since certain SDL code would not get compiled.
svn-id: r55266
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svn-id: r55265
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svn-id: r55264
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svn-id: r55263
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To allow the videoplayer (and ultimatively the demoplayer)
to switch color modes if necessary.
svn-id: r55262
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To change ScummVM's color mode on-the-fly
svn-id: r55261
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To allow converting the surface's bytes per pixel
without destroying it first.
svn-id: r55260
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To query the video's color mode and notifying the decoder that
the system's color mode changed.
svn-id: r55259
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svn-id: r55258
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svn-id: r55257
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This is the same fix as the one in r54429 for the MIDI parser of the SCI engine, based
on patch #3116608. Probably fixes (or is indirectly related to) bugs #2825928 (for
MADE), #2948281 (for SAGA), #2797283 (for tinsel), #2016549 (for SCUMM) and #2138118
(for kyra), as these engines are all using the MidiParser class internally.
svn-id: r55256
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In the other cases I've found in the code, the colour components are
stored in the order B, G, R and A. Assume that's the case here too. I
hope that is correct. It doesn't seem to break anything obvious.
svn-id: r55255
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- Plugged 2 memory leaks in the SCI0 menu code (the lists of menu and submenu entries)
- Got rid of the _listCount variable
svn-id: r55254
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svn-id: r55253
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svn-id: r55252
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shower"
This is a regression from the new kInitBresen/kDoBresen functions, enabled in r52467.
Many thanks to waltervn for his work in bisecting this. The actual bug should be
found, but since only this death scene has an issue, it's not really worth the
effort. The old functions are based on observations, so there are many differences in
the way that they behave. If another test case is found, then this shall be examined
further. Until then, this simple and unobtrusive hack will do.
svn-id: r55251
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svn-id: r55250
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on a kernel function
svn-id: r55249
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svn-id: r55248
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svn-id: r55247
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svn-id: r55246
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svn-id: r55245
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svn-id: r55244
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svn-id: r55243
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svn-id: r55242
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svn-id: r55241
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svn-id: r55240
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svn-id: r55239
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svn-id: r55236
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This command forces the mouse state to Enabled and Visible.
This is intended to help playtesting in Big Red Adventure, which has an issue currently with the mouse pointer getting stuck in the hidden state in some cases.
svn-id: r55234
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The automatic destruction of engine member "_char" of type Character at end of the destructor causes an invalid read in the destruction of the AnimationPtr which is a SharedPtr. To stop this happening, the SharedPtr is reset() prior to the destruction of Gfx, so it's dependencies on Gfx are still present. This will affect Nippon Safes as well as Big Red Adventure, but is unlikely to cause any issues and it is likely this exists in NS as well.
Thanks to fuzzie for this code.
svn-id: r55233
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svn-id: r55232
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This corrects the Valgrind invalid reads associated with the IS_PATH_CLEAR() check reading beyond the data buffer and probably improves the pathfinding behaviour.
Thanks to fuzzie for suggesting this patch.
svn-id: r55231
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svn-id: r55230
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svn-id: r55229
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svn-id: r55228
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svn-id: r55227
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svn-id: r55226
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