Age | Commit message (Collapse) | Author | |
---|---|---|---|
2015-02-17 | ZVISION: Fix script bug #6803 (tuning fork box state) | Filippos Karapetis | |
2015-02-16 | ZVISION: Fix script bug #6793 in Zork Nemesis | Filippos Karapetis | |
2015-02-16 | CONFIGURE: Make SDL_CONFIG override work with a MinGW host. | Johannes Schickel | |
2015-02-16 | WIN32: Add experimental SDL2 support. | Johannes Schickel | |
Based on changes by aquadran. | |||
2015-02-16 | SDL: Handle icon setup in SdlWindow. | Johannes Schickel | |
2015-02-16 | SDL: Add basic abstraction class for the SDL window. | Johannes Schickel | |
2015-02-15 | PEGASUS: Silence two MSVC warnings | Filippos Karapetis | |
2015-02-15 | SCI: Add more audio debugging output | Willem Jan Palenstijn | |
2015-02-15 | SCI: Fix version check for MIDI controller 4E | Willem Jan Palenstijn | |
This is only supported since SCI1 middle, as verified with xmas1990, SCI1 mgoose, SQ4 floppy, LSL1, Jones floppy. Fixes missing sounds in Jones floppy. | |||
2015-02-15 | MADS: Fix proper cycling of idle animations | Paul Gilbert | |
2015-02-15 | MADS: Stop player disappearing after cutscene of fish being eaten | Paul Gilbert | |
2015-02-15 | Merge branch 'sci_audio' | Willem Jan Palenstijn | |
This branch contains a number of improvements to how song priorities are handled. We are now much closer to how SSCI treats priority. It also increases the SCI savegame version from 31 to 33. | |||
2015-02-15 | SCI: Fix sound object frame selector rate | Willem Jan Palenstijn | |
Thanks waltervn. Verified against asm (QfG2, KQ6CD) | |||
2015-02-15 | SCI: Only allow a single 'playBed' song in SCI1early | Willem Jan Palenstijn | |
2015-02-15 | MADS: Fix left screen clipping for scaled flipped sprites | Paul Gilbert | |
2015-02-15 | SCI: Allow channel remapping from audio thread too | Willem Jan Palenstijn | |
2015-02-15 | SCI: Use sound resource priority by default for songs | Willem Jan Palenstijn | |
SCI1 sound resources can have an embedded priority. We now use that by default, unless an explicit DoSound/SetPriority call overrides it. Thanks waltervn. This fixes relative priority of songs in at least PQ3 room 29. Also increase savegame version to 33. | |||
2015-02-15 | SCI: Give songs that start playing later higher priority | Willem Jan Palenstijn | |
2015-02-15 | SCI: Add debugging output | Willem Jan Palenstijn | |
2015-02-15 | SCI: Handle voice limits differently | Willem Jan Palenstijn | |
For playBed songs, SCI1early remappers didn't unmap the entire song when there weren't enough voices for a channel. Thanks waltervn. | |||
2015-02-15 | SCI: Don't remap channels from playBed songs | Willem Jan Palenstijn | |
2015-02-15 | SCI: Always re-sort playlist in soundPlay | Willem Jan Palenstijn | |
Previously, it would only sort if a song wasn't already in the playlist. Since initSound already adds it, this effectively prevented the list from being sorted. | |||
2015-02-15 | MADS: Fix left edge screen clipping for non-scaled flipped sprites | Paul Gilbert | |
2015-02-14 | MADS: Fix death animations for seaweed and underwater mine | Paul Gilbert | |
2015-02-14 | MADS: Fix picture when picking up timer module | Paul Gilbert | |
2015-02-14 | MADS: Fix palette loading for in-game dialogs | Paul Gilbert | |
2015-02-14 | MADS: Allow Escape key to close game options dialog | Paul Gilbert | |
2015-02-14 | MADS: Cleanup and bugfixes for panning transition support methods | Paul Gilbert | |
2015-02-14 | ZVISION: Check for point and style changes when early breaking from a font ↵ | RichieSams | |
change | |||
2015-02-14 | SCI: Register and save playBed option to PlaySound | Willem Jan Palenstijn | |
The playBed option is not handled yet, only stored. This increases the savegame format version. | |||
2015-02-14 | SCI: Match SSCI channel reset order | Willem Jan Palenstijn | |
It may or may not matter for a driver's voice mapping. | |||
2015-02-14 | SCI: Initialize voice counts in SCI1+ | Willem Jan Palenstijn | |
2015-02-14 | SCI: Avoid resetting already unused channels | Willem Jan Palenstijn | |
2015-02-14 | ZVISION: Fix script bug #6791 (max value of delay_render) | Filippos Karapetis | |
This fixes the delay outside the Frobozz Electric building. In all other places, delay_render is called with a value ranging from 1 to 10, so the 100 here looks to be a script bug, and causes an unnecessary long pause in that scene. Thus, we're capping the frame delay value to 10. | |||
2015-02-14 | ZVISION: Also reference the script manager in ResultAction members | Filippos Karapetis | |
2015-02-14 | ZVISION: Fix script bug #6794 - "ZVISION: Yoruk's coffin instant death" | Filippos Karapetis | |
Fixes an edge case where the player goes to the dark room with the grue without holding a torch, and then quickly runs away before the grue's sound effect finishes. Many thanks to eriktorbjorn for the original workaround | |||
2015-02-14 | ZVISION: Add custom equality operators for game location | Filippos Karapetis | |
This makes the location checks more readable | |||
2015-02-11 | ZVISION: Create temporary subtitle surfaces on the stack rather than the heap | RichieSams | |
2015-02-11 | ZVISION: Handle question text rendering manually, rather than forcing an ↵ | RichieSams | |
entire screen refresh | |||
2015-02-11 | ZVISION: Remove forced render to screen | RichieSams | |
timedMessage() is always called from the scripting system. Which is updated before the rendering system. Therefore, the message will already be rendered this frame, when the renderingManager->update() is called. | |||
2015-02-11 | ZVISION: Refactor text rendering code in order to fix word wrapping | RichieSams | |
and clarify the logic. Fixes bug #6801 | |||
2015-02-08 | MADS: Variable renaming in closestColor | Paul Gilbert | |
2015-02-08 | MADS: Implementing code for panning screen transitions | Paul Gilbert | |
2015-02-08 | ZVISION: Set safe control state value after animation finishes | Torbjörn Andersson | |
If we set it before the animation starts, the final turn of the wheel won't be animated, because the puzzle will already be solved. | |||
2015-02-08 | ZVISION: Limit input text to the width of the input control | Torbjörn Andersson | |
This is to prevent the player from entering ridiculously long savegame descriptions. | |||
2015-02-08 | ZVISION: Draw transparent text in original save dialog | Torbjörn Andersson | |
Before this change, text was drawn in black boxes in Zork Nemesis, so while this does make it look better (and more like the original) this may actually make the text slightly harder to read. The original dialogs allowed only upper-case letters, but I think that it's better to leave that to the player. | |||
2015-02-07 | SCUMM: Fix detection of the DoTT Maniac Mansion easter egg target | Torbjörn Andersson | |
It's the key, not the gameid, that is the proper target name. In my case, the key for that version of MM had the target name "maniac-old" and gameid "maniac" (can you tell I've messed around with this file a bit on my own?), so it tried to use "maniac" as the target, which happened to be the target name for the enhanced version instead. | |||
2015-02-05 | HUGO: Avoid drawing text above screen (bug #6799) | Torbjörn Andersson | |
When drawing cursor text, don't draw it above the top of the screen, since this would lead to memory corruption and crashes. I'm not quite sure this is all of bug #6799 since it also mentioned that "sometimes simply using a hotspot will be enough", but it's a start. | |||
2015-02-03 | SCUMM: Adapt wording for the fix in commit f1c64c2afe | Filippos Karapetis | |
2015-02-03 | ZVISION: Fix for script bug #6783 (no sound in the ZNem fist puzzle) | Filippos Karapetis | |
This is a bug in the original game script of the Zork Nemesis fist puzzle, which we now patch so that the sound checks are correct for the left fist animation |