Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-02-20 | PARALLACTION: Translate buttons in load and save dialogs. | Thierry Crozat | |
2016-02-20 | TOON: Translate buttons in load and save dialogs. | Thierry Crozat | |
2016-02-20 | HUGO: Translate buttons in load and save dialogs. | Thierry Crozat | |
2016-02-20 | CGE2: Translate buttons in load and save dialogs. | Thierry Crozat | |
2016-02-20 | CGE: Translate buttons in load and save dialogs. | Thierry Crozat | |
2016-02-20 | AVALANCHE: Translate buttons in load and save dialogs. | Thierry Crozat | |
2016-02-20 | QUEEN: Added detection for Russian Floppy | Eugene Sandulenko | |
2016-02-20 | SCI: Fix missing whitespace causing create_project errors | Colin Snover | |
2016-02-20 | SCI32: Change kAddLine to use kStubNull b/c signatures | Martin Kiewitz | |
2016-02-20 | SCI32: kIsOnMe apply scaling + use mulru() thx snover | Martin Kiewitz | |
2016-02-20 | SCI: Fix a regression in the fallback detector. Some cleanup | Filippos Karapetis | |
Removed the superfluous initForDetection() function, which was not updated in commit 2f17ba2b0ab77ef939c21efa04f7aaafccbd0c37 and caused the fallback detector to crash because of uninitialized variables | |||
2016-02-20 | SCI32: kIsOnMe searches _visiblePlanes, not just _planes | Martin Kiewitz | |
Forgot to mention that in last commit | |||
2016-02-20 | SCI32: Splitting up GfxFrameout::kernelIsOnMe() into 2 methods | Martin Kiewitz | |
2016-02-20 | AGI: Add detection for fan games with broken volume bug #7035 | Martin Kiewitz | |
Plenty of fan games set volume to mute, because they thought 15 would be loudest. It's in fact "mute" in AGI. Those games were made primarily for PC AGI, which did not use the volume setting. We do, so such games would get muted audio. We try to detect such games. Hopefully fully fixes bug #7035. Too many games to try them all out. | |||
2016-02-20 | SCI: Document and disable the unverified code used in GK1 | Filippos Karapetis | |
2016-02-20 | SCI: Add a more detailed explanation about kernelSetZoomZone | Filippos Karapetis | |
2016-02-20 | SCI: Document kernelSetZoomZone() | Filippos Karapetis | |
2016-02-20 | MOHAWK: Fix Channelwood's opcode 129 | Bastien Bouclet | |
It should only play the sound if no other is already playing | |||
2016-02-20 | MOHAWK: Remove an unneeded TODO | Bastien Bouclet | |
The original did not set the argument to wait until the foreground sound has finished before playing the background sound, so it's fine to play both at the same time. | |||
2016-02-20 | MOHAWK: Replace an unneeded TODO with an explanation | Bastien Bouclet | |
2016-02-20 | MOHAWK: Clip the videos to make sure they don't go outside of the screen | Bastien Bouclet | |
2016-02-20 | MOHAWK: Default to the first card when jumping to the intro stack | Bastien Bouclet | |
2016-02-20 | SCI: Add a better explanation of the visibility code used in GK1 | Filippos Karapetis | |
2016-02-20 | AGI: Added comments about Black Cauldron+KQ2, removed warning | Martin Kiewitz | |
Also removed old comments about testing needed for IIgs Also removed warning when game speed is overwritten for IIgs, b/c all games were tested and should run properly now. | |||
2016-02-20 | SCI: Handle the "visible" object selector. Fixes the inventory in GK1 | Filippos Karapetis | |
2016-02-20 | SCI: kernelSetZoomZone is a stub in Mac versions. Fixes bug #7040 | Filippos Karapetis | |
Cursor handling is quite different in Mac SCI versions. Among other changes, the screen where a zoom cursor was used in Freddy Pharkas has been redesigned to work without such a cursor, and the relevant zoom cursor call has been stubbed | |||
2016-02-20 | SCI: Rewrite Plane::mergeToRectList | Willem Jan Palenstijn | |
The old one would continue reading from outerRect after it was deleted. | |||
2016-02-20 | SCI32: Some work on kIsOnMe | Martin Kiewitz | |
Plenty of hotspots seem to work now Not fully done yet | |||
2016-02-19 | SHERLOCK: RT: Fix violin not playing all the way through | Paul Gilbert | |
2016-02-19 | SWORD25: Fixing bug #7041: SWORD25: Crash in final scene | Eugene Sandulenko | |
The original was ignoring Lua errors in that scene and was restoring the state with longjmp. We are yet to see the platform compatibility, but Lua's code is too tangled to make simple replacement with error() work. Another possible alternative would be to rework the original game scripts. We will do it if this commit is problematic. | |||
2016-02-19 | SCI32: Make upscaled games work (e.g. gk1 hires) | Martin Kiewitz | |
2016-02-19 | AGI: Comment about another artificial delay situation | Martin Kiewitz | |
Gold Rush, Stagecoach path, after solving steep hill | |||
2016-02-19 | AGI: Fix a tiny inaccuracy in string word wrapper | Martin Kiewitz | |
Fixes one message box in Gold Rush during Stagecoach path, that wasn't wrapped correctly. | |||
2016-02-19 | AGI: Add artificial delay for GR stagecoach path | Martin Kiewitz | |
2016-02-19 | AGI: Slightly change artificial delay to detect GR mule | Martin Kiewitz | |
Now also detects the text, that is shown when following your mule in Gold Rush! | |||
2016-02-19 | AGI: Fix comment about end.of.loop/motion | Martin Kiewitz | |
2016-02-19 | AGI: Add detection+workaround for endofloop+motion at the same time | Martin Kiewitz | |
Detects when end.of.loop + motions are used on the same screen object at the same time, which would have resulted in flag corruption in the original interpreter. We detect this situation now, show a warning and disable the cycler in case cycler was activated first. This solves a new issue in kq1, when grabbing the eagle in room 22, that was previously hidden just like in the original AGI. Fixes bug #7046 | |||
2016-02-18 | SCI: Minor cleanup | Colin Snover | |
1. Reorder member initialisations to match class member order 2. Use #pragma mark instead of comments for annotating sections 3. Remove useless >=0 checks on unsigned types | |||
2016-02-19 | AGI: Save screen object loop_flag | Martin Kiewitz | |
loop_flag was previously vt.parm1, which was shared for multiple uses. Was split up during graphics rewrite in commit 8a595e7771aa89d06876e13d7ab6751e26da8982 Is indirectly part of bug #7046. Saving, restarting ScummVM and restoring right after grabbing the eagle resulted in the glitch not happening (which was of course an inaccuracy anyway). This was caused by AGI currently not saving/restoring the loop_flag. Needs to get further figured out what's exactly happening internally and if this issue was just hidden by the shared vt.parm1 in previous versions. If triggered, it would have just set another pseudo-random flag on end-of-loop. | |||
2016-02-19 | SCI: Use American English, like we do in other parts of ScummVM | Filippos Karapetis | |
This replaces "colour" to "color" | |||
2016-02-19 | SCI: Compare offsets in the Plane comparison operator | Filippos Karapetis | |
Fixes a crash in the first scene of Torin's Passage | |||
2016-02-19 | GRAPHICS: Silence some false positive MSVC warnings | Filippos Karapetis | |
2016-02-19 | SCI: Use proper constification in overriden base class functions | Filippos Karapetis | |
2016-02-19 | SCI: Silence false positive warnings by MSVC | Filippos Karapetis | |
2016-02-18 | SCI: Fix bad positioning of relatively positioned pic cels | Colin Snover | |
2016-02-18 | SCI: When rewriting lookup tables, also actually record what scale they are for | Colin Snover | |
2016-02-18 | SCI: Fix too-fast rendering | Colin Snover | |
Now that the renderer is loading resources without spinning CPU time on decompression every frame, it becomes apparent that kFrameOut is spammed constantly by the interpreter and needs to be throttled to ensure that transitions and fades work properly. | |||
2016-02-18 | SCI: Fix some rect off-by-ones | Colin Snover | |
2016-02-18 | SCI: Add comments to plane code | Colin Snover | |
2016-02-18 | SCI: Increase LRU resource cache for SCI32 games | Colin Snover | |
A single picture in SCI32 is often larger than the 256KiB limit, meaning that the cache is useless for these games -- which is bad, because the renderer works directly off raw resource data so it must be decompressed and in-cache for rendering performance to be acceptable. |