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2016-03-02SCI32: Add a workaround for kPalVarySetPercent in GK1 (chapter change)Filippos Karapetis
2016-03-02SCI32: Don't do a syncWithScripts on restore from launcherMartin Kiewitz
Causes issues in at least gk1 (option + inventory plane are shown) Game::restore is not called, when doing restores from launcher, so in the original interpreter this script code wasn't called either. Fixes option + inventory planes etc. being shown right after restoring via launcher, when original save/load dialogs were disabled.
2016-03-02SCI32: Fix changed screen items drawing on top of higher screen itemsColin Snover
2016-03-02SCI32: Add consts and remove redundant conditionalColin Snover
Adding consts to try to isolate rectangles that change during draw list processing, to be investigated for incorrect mutations causing lower screen items to be drawn over higher screen items at their edges.
2016-03-02SCI32: Review rect rounding in Plane and ScreenItemColin Snover
These changes should cause ScummVM to be more accurate in edge case rounding.
2016-03-01SCI32: Fix bad reads of mirrored celsColin Snover
2016-03-01SCI32: Fix index/offset mixup in updateInfoFlagViewVisibleWillem Jan Palenstijn
2016-03-01SCI: Cleanup: Use Common::StringArray instead of custom type.Johannes Schickel
2016-03-01COMMON: Cleanup: Use StringArray instead of custom type.Johannes Schickel
2016-03-01SCI: Fix Macintosh game sources listing.Johannes Schickel
2016-03-01COMMON: Add a method to list files to MacResManager.Johannes Schickel
2016-03-01SCI: Use MacResManager when checking for Mac resource forks.Johannes Schickel
2016-03-01COMMON: Fix Rect::intersects docWillem Jan Palenstijn
2016-03-01SCI: New Hoyle 1 was actually new Hoyle 2 versionMartin Kiewitz
5.25", 2 discs, interpreter 0.668
2016-03-01SCI: Add another version of hoyle 1 (5.25")Martin Kiewitz
2016-03-01SCI32: Fix text size calculation scaling to match SCIColin Snover
The previous code works correctly only for ratios like 2:1 that do not generate remainders.
2016-03-01WAGE: Added two more gamesEugene Sandulenko
2016-03-01WAGE: Added detection for The TowerEugene Sandulenko
2016-03-01WAGE: Added detection for 2 more gamesEugene Sandulenko
2016-03-01WAGE: Added detection for The PhoenixEugene Sandulenko
2016-03-01WAGE: Fix bufer overrun in bitmap codeEugene Sandulenko
2016-03-01WAGE: Simplified detection entries for fan gamesEugene Sandulenko
2016-03-01WAGE: Added detection for Twisted! and Exploration Zeta!Eugene Sandulenko
2016-03-01SCI32: Revert GK1 hacksWillem Jan Palenstijn
Replacing a valid signature error by a warning isn't useful.
2016-03-01CINE: Fix sound effects stopping the music in the DOS CD version of Future Wars.Kirben
2016-03-01CINE: Fix restoring background music when loading saved game in DOS CD ↵Kirben
version of Future Wars.
2016-03-01SCI32: Add a note about the menu bars in GK1Filippos Karapetis
2016-03-01SCI32: Warn when the unhandled parameter is set in kPalVarySetPercentFilippos Karapetis
2016-03-01SCI32: GK1 adds another optional parameter to kPalVarySetPercentFilippos Karapetis
2016-03-01WIN32: Fix invalid array accesses when MIDI device listing fails.Johannes Schickel
2016-03-01SCI: Remove superfluous cast to boolean and fix code stylingFilippos Karapetis
2016-03-01SCI: Use uint32 instead of unsigned intFilippos Karapetis
2016-02-29SCI: Fix compilation on amigaos4Lars Skovlund
2016-02-29OPENPANDORA: Handle non-exported or not-set $TERM in pnd_make.sh.Johannes Schickel
2016-02-29OPENPANDORA: Don't output colors in pnd_make.sh when redirecting output to file.Johannes Schickel
2016-02-29SCI3: Collect bits for managing kInfoFlagViewVisibleLars Skovlund
2016-02-29SCI: Add vocab994 console commandLars Skovlund
This is intended for early SCI2, but should work with older SCI too, not that we need it.
2016-02-28SCI32: Non-titled text bitmap implementationColin Snover
This implementation is not 100% engine accurate, but it is more accurate than what was there, and hopefully the differences between this and the engine code are merely cosmetic. The known (intentional) differences are: 1. Uses ScummVM rects inside the engine code, converting to/from SCI rects on the kernel edges and when scaling 2. Fewer side effects when performing operations that *should* have been pure from the start (like text dimension calculation). Still not side-effect-free, but at least things like colours and alignment do not need to be reset every time a measurement is taken, unlike in the actual engine. Editor controls and some other kBitmap code are temporarily disabled as a result of changes to GfxText32 until they can be updated to be engine-accurate.
2016-02-28GOB: Don't completely reset the OPL in AdLib::initOPL()Sven Hesse
It shouldn't be necessary anymore, since initOPL() cleans everything. If, however, suddenly a piece of music sounds weird in a Gob game, this is the place to look for. This fixes a race condition between OPL::reset() and the callback timer.
2016-02-28AGI: Remove comma from "Pause when entering commands"Martin Kiewitz
2016-02-28AGI: Add optional "pause, when entering commands" featureMartin Kiewitz
Shows a prompt window and pauses the game (just like original AGI did, but original AGI only did it in Hercules rendering mode).
2016-02-28GUI: Don't crash on empty dictionary in predictive dialogTorbjörn Andersson
2016-02-28GUI: Fix two leaks in predictive dialogTorbjörn Andersson
2016-02-28AGI: Fix small memory leak in Hercules font loaderTorbjörn Andersson
2016-02-28AGI: Set monitor VM var to EGA for Hercules renderingMartin Kiewitz
Original AGI Hercules rendering was restricted by the Hercules resolution, which is why they had to remove the AGI prompt and replace it with a prompt window like the one used in SCI. We are not and even when we support that prompt window, we will still support the original AGI prompt even for Hercules rendering. Maybe some games had special graphic code, when Hercules rendering is active. This needs to get checked. We are now telling the scripts that we are running on EGA, so that they don't put text at different coordinates. Hercules rendering also used a different grid for putting text for example Space Quest 2 right at the start. This change avoids problems with such placement. We don't really want to restrict ourselves by implementing that different text grid resolution. Also added comments on game feature flags.
2016-02-28CINE: Fix SPL resource loading (thus SFX).Johannes Schickel
Confirmed against DOS disasm. There is no header for SPL data.
2016-02-28NEWS/DE: Added stub for 1.9.0rootfather
2016-02-28AGI: Disable font loading from HGC_GRAF.OVL (AGI3)Martin Kiewitz
It seems Sierra basically put a low res font in there, so it's useless. We should rather directly use the PC BIOS font in those cases. The code could be useful at some point in case we add support for the AGI3 Hercules rendering, although I think it looks worse, because graphics are basically "compressed".
2016-02-28AGI: Hercules rendering for game screenMartin Kiewitz
2016-02-28ENGINES: Fix Typos.Johannes Schickel