Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-03-09 | WAGE: Precalculate design bounds based on real data | Eugene Sandulenko | |
2016-03-09 | WAGE: More detection entries | Eugene Sandulenko | |
2016-03-09 | WAGE: Added Minitorian game detection | Eugene Sandulenko | |
2016-03-09 | WAGE: Added one more game | Eugene Sandulenko | |
2016-03-09 | Merge pull request #699 from criezy/sword25-en-speech | Eugene Sandulenko | |
SWORD25: Add engine option to use English speech instead of German | |||
2016-03-09 | SWORD25: Fix error after changing language in-game with the data file ↵ | Thierry Crozat | |
distributed by ScummVM Changing the language in-game causes the language to be set for the target in the scummvm.ini file. Then the next time we try to start the engine, if was causing an error (Sword25 failed to instantiate engine: Game data not found) because there was no match for the path and language in the detection table. Setting the language to Unknown in the detection table for this multilingual data file fixes the issue. | |||
2016-03-09 | SCUMM: Fix bugs #7070, #7071. | Johannes Schickel | |
When adding support for Russian fan translations the font source data was accidentally switched to the Russian font data for all game versions, not just the Russian one. Now we only use the Russian font data only for the Russian versions. Bug #7071 "MM V2: Umlauts disappeared in German versions" is a regression from 556d65713b8ed50c734b2466529cb1c4ac44cf36. Bug #7070 "ZAK V2: Umlauts disappeared in German versions" is a regression from c809a65b93d23aa30296f7f22ef4b160f628b9aa. | |||
2016-03-09 | SWORD25: Add engine option to use English speech instead of German | Thierry Crozat | |
When selecting non-English language, the scripts default to using German voices. This commit edits the file path on the fly to use instead English voices for all languages other than German. This implements bug #6804 - SWORD25: add option to choose language speech. If the English voice pack is not present it falls back to using German voices. The way this is implemented here however does not allow to use German voices with English text or English voices with German text. This could be achieved with a slightly different implementation of the same idea. | |||
2016-03-08 | SCI: Fix build with SCI32 disabled. | Johannes Schickel | |
Regression from d4869218200a3dd165c2f1c156f3c1620c813241. | |||
2016-03-08 | SCI: Slight template formatting fixes. | Johannes Schickel | |
2016-03-08 | SCI: Add missing namespace comments in graphics/. | Johannes Schickel | |
2016-03-08 | SCI: Spacing | Filippos Karapetis | |
2016-03-08 | SCI: Split color remapping functionality into a separate class | Filippos Karapetis | |
Currently, only the SCI16 remapping functionality is implemented (used in the QFG4 demo) | |||
2016-03-08 | SCI: Update the game ID of a workaround that's only used in QFG4 demo | Filippos Karapetis | |
2016-03-08 | SCI32: Disable kRemapColors32, as SCI32 remapping is still incomplete | Filippos Karapetis | |
2016-03-08 | SCI: Separate the demos of QFG4, PQ4 and GK1 from their full versions | Filippos Karapetis | |
The demo versions of these games were using a very different engine - SCI1.1 vs SCI2/SCI2.1. Thus, we split them into different game IDs, to avoid mixing specific game checks for them, as well as specific game workarounds, which are different for the demos than the full versions. Also, the demos should be working when SCI32 is disabled. For these games, we don't use ADGF_DEMO, to avoid game IDs like foodemo-demo | |||
2016-03-08 | LAB: Remove gap handling from removeSaveState. | Johannes Schickel | |
This removes the annoying behavior that removing a save state causes your physical files to be renamed. | |||
2016-03-08 | ENGINES: Make variable names of PlainGameDescriptor conform to our guidelines. | Johannes Schickel | |
gameid -> gameId | |||
2016-03-08 | ENGINES: Make variable names of ADGameDescription conform to our guidelines. | Johannes Schickel | |
gameid -> gameId guioptions -> guiOptions | |||
2016-03-08 | ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines. | Johannes Schickel | |
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions | |||
2016-03-08 | ENGINES: Fix formatting. | Johannes Schickel | |
2016-03-08 | SCI32: Clean up kIsOnMe and fix rounding bug | Colin Snover | |
The implementation was not correctly rounding the scaled position with mulru, leading to occasionally incorrect hit detection at the boundaries of boxes. | |||
2016-03-08 | CONFIGURE: Remove out dated comment for MinGW. | Kirben | |
2016-03-08 | CONFIGURE: Update FluidSynth libraries for MinGW. | Kirben | |
2016-03-07 | SCI32: Add unnecessary micro-optimisation to palette merging code | Colin Snover | |
2016-03-07 | SCI32: Fix palette color overflow | Colin Snover | |
2016-03-07 | SCI32: Actually use the BitmapFlags enum | Colin Snover | |
2016-03-07 | SCI32: Enable GfxPalette32::cycleAllPause | Colin Snover | |
This is used by the Mr Soylent machines in SQ6 (e.g. room 370). | |||
2016-03-07 | SCI32: Implement kBitmapDrawText | Colin Snover | |
2016-03-07 | SCI32: Move in-memory bitmap read/write into its own class | Colin Snover | |
2016-03-08 | SCI: Truncate channel data in case it goes beyond resource size | Martin Kiewitz | |
Fixes invalid memory access during kq5 floppy ending | |||
2016-03-08 | SCI: Script patch for ending glitch in multilingual kq5 | Martin Kiewitz | |
Game hangs during the magic battle during the ending. Happened in all multilingual versions because of a script bug (scripts were waiting for a signal, music didn't set one) Fixes French, German and Spanish versions of KQ5 Also happened, when using the original interpreter | |||
2016-03-07 | SCI32: Change magnifier warning to error | Colin Snover | |
If anything actually uses this feature, we should know about it eventually. | |||
2016-03-07 | SCI32: Clean up renderer code a bit more | Colin Snover | |
2016-03-07 | SCI32: Add reg_t comparisons for graphics sorting | Colin Snover | |
2016-03-07 | SCI32: Add debugger command to view screen items in the visible plane list | Colin Snover | |
2016-03-07 | SCI32: Fix adding too many items to drawlist | Willem Jan Palenstijn | |
2016-03-07 | AD: Remove leftover debug messages | Eugene Sandulenko | |
2016-03-07 | WAGE: Added games from Joshua's Worlds 1.0 | Eugene Sandulenko | |
2016-03-07 | WAGE: Use new AD flag for autogenerating targets for fangames | Eugene Sandulenko | |
2016-03-07 | WAGE: Added couple more games to detection | Eugene Sandulenko | |
2016-03-07 | AD: Added new flag for autogenerating game target from extra information | Eugene Sandulenko | |
2016-03-07 | Merge pull request #698 from rootfather/update-news-de | Eugene Sandulenko | |
NEWS: Add AGI Hercules rendering + pause feature info | |||
2016-03-07 | NEWS: Add AGI Hercules rendering + pause feature info | rootfather | |
The German translation of the NEWS file is now based on the original NEWS file as of commit e63cbdb6a7f79aeb25b2053197e060dca548a940 | |||
2016-03-07 | WAGE: Added more games to detection | Eugene Sandulenko | |
2016-03-07 | WAGE: More game detection | Eugene Sandulenko | |
2016-03-06 | SCI32: Implement variable size frame drawing | Colin Snover | |
2016-03-06 | SCI32: Make PlaneList definition order match declaration order | Colin Snover | |
2016-03-06 | SCI32: Fix memory leaks | Colin Snover | |
2016-03-06 | SCI32: "Improve" comparison algorithm for planes and screen items | Colin Snover | |
This adds a slightly more accurate comparison algorithm that will at least ensure that all the engine-generated planes and screen items with matching priorities will be sorted above script-generated planes and screen items, like in the original engine. It still does not sort script-generated items by memory handle order, so if that is ever a thing that actually happens, those may still be in the wrong order. |