Age | Commit message (Collapse) | Author |
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As per Littleboy's request.
svn-id: r53784
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svn-id: r53783
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svn-id: r53782
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svn-id: r53781
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svn-id: r53780
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svn-id: r53779
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- Properly free allocated memory in resetCommand()
- Make sure _commandParams strings are null-terminated
svn-id: r53778
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svn-id: r53777
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svn-id: r53776
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caused by r53068, triggered bug #3092840 (SQ5 genetix lab scaled incorrectly when laying course) - thx to digitall for bisect
svn-id: r53775
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svn-id: r53774
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Common::Array
svn-id: r53773
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(This version has been found on original floppies)
svn-id: r53772
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This fixes an issue with the <default> setting in the GM and MT-32 device tabs that has caused some complaints and discussions on -devel. It might also be what bug #3088438 is about.
With a <default> setting ScummVM would just use the first available MIDI device (even if this is the not really well working MT-32 emulator). This <default> setting was also indeed set by default - making it even more annoying.
Now there is a new setting for both the GM and MT-32 device tabs ("Don't use GM/MT-32 music").
This will cause MIDI device detection to be skipped and the best of the other devices (Adlib etc.) to be used. This new setting is used as default. So users who haven't specified anything will get Adlib, PC Speaker etc. (if supported by the engine) even if the engine prefers Midi.
There is a new "Use first available device" setting which will have the same effect as the "<default>" setting we had before.
svn-id: r53771
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All full versions of the game are multiplatform Dos/Win/Mac
and the demo is Dos/Win
svn-id: r53770
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This code should be enabled, when we decide to enable m_kiewitz' code to
disable the console window. Also we should add the command to the --help
output etc.
svn-id: r53769
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svn-id: r53768
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feature is currently commented out - waiting till discussion has ended
svn-id: r53767
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svn-id: r53766
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It broke the launcher after adding new games.
svn-id: r53765
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svn-id: r53764
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svn-id: r53763
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svn-id: r53762
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The sequence data for the forest sequence in the Kyra PC-98 intro has no delay opcodes making it play way too fast on modern systems. This workaround adds the same delay opcodes to the sequence data that the other Kyra versions have.
svn-id: r53761
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svn-id: r53760
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svn-id: r53759
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svn-id: r53758
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The interlaced part is untested since I do not know any place
in the game where interlaced data is used.
svn-id: r53757
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Only CF_ARGB32 was supported anyway.
svn-id: r53756
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This looses some flexibility when it comes to supporting other image
formats. But since the game does not use other image formats, this seems
rather irrelevant, compared to how much simpler the code now is.
svn-id: r53755
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svn-id: r53754
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This also gets rid of an evil use of atexit.
svn-id: r53753
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svn-id: r53752
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svn-id: r53751
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svn-id: r53750
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(with size & md5)
svn-id: r53749
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svn-id: r53748
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This should prevent a small leak in the GuiManager when adding the dialog to the stack. Check for any regressions.
svn-id: r53747
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fixes multilingual lsl5 room 280 - names of airport ladies not shown correctly (bug #3093818)
svn-id: r53746
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svn-id: r53745
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- Implemented kernelUpdateScreenITem
- Changed the list of screen items to be a list of FrameoutEntry entries,
so that it doesn't get recreated on every frame
svn-id: r53744
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svn-id: r53743
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svn-id: r53742
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The only real way to pause the game is to take over the event loop, which is a little sad... Also fixed a possible crash when loading an image that was to big, by only rendering when we have _init set.
svn-id: r53741
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- also extend LordHoto's recent item code changes to LOL
svn-id: r53740
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values back to themselves)
svn-id: r53739
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svn-id: r53738
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svn-id: r53737
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svn-id: r53736
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Previously, the constructor of an anonymous global object was used to do
this, for no apparent reason.
However, maybe there was a hidden reason which I missed, so this change
might cause regressions. I.e., please test.
svn-id: r53735
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