Age | Commit message (Collapse) | Author |
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When splitting strings into several lines to fit on the screen the
original engine could result in lines with one character beyond
the right edge of the screen, which in practice would be drawn
on the next line on its own, aligned to the left (and not centered).
This commits adds a check to avoid this situation. So although
it now behaves slightly differently than the original engine this
is for the better.
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The new translation is taken directly from the German manual
of Monkey Island 3.
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Without this, buttons would stay highlighted after being un-pressed.
Fixes #7094.
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Here we transition from an animation at end of chapter 5 to another
animation at start of chapter 6. Usually the cursor is hidden when
performing the action that triggers the animation. But here there is
no action to trigger it and the cursor is made visible when starting
a new chapter or entering a room (so between the two animations).
So explicitly hide it at the start of this specific animation (and it gets
shown again when we enter room 102 at the end of the animation).
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This was a regression from commit fa3d3e3 and this fixes part of
bug #7113 DRASCULA: Serious sprite glitches.
The original uses extraSurface to draw text in draw_abc() in the
Spanish version while other languages use tableSurface. But in
ScummVM this was changed to use tableSurface for all languages.
However this caused an issue in chapter 6 when displaying the
inventory has it is also using tableSurface, as it was for all languages
in the original. While using the same surface works for other
languages, in the Spanish version we get the wrong background in
the inventory.
Rather than revert to using extraSurface for drawing text which is
a big change and impact all the chapters, I have opted to simply
swap the usage of the tableSurface and extraSurface in chapter 6
for the Spanish version compared to the original engine. The
changes therefore only impact chapter 6 and only the Spanish
version. I played the chapter in full to check that it indeed works
without causing adverse effects.
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Still buggy a bit
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GUI: Remove dummy FluidSynth Settings button from Edit Game
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This code was committed by mistake in the previous commit.
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When saving from the pendulum scene the curX and curY values are
negative while the curWidth and curHeight values are unset. This
causes random crashes as we may do an array out of bound access
when enterRoom() is called at the end of the load.
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I checked the original and the code in ScummVM and there is no
call to talk_solo in chapter 4, while we indeed need to use the red
color for all calls to talk_solo in chapter 5.
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The previous fix only fixed the incomplete state when loading from
the launcher. Now this is fixed when loading from the game as well.
It also fixes loading a savegame from the first stage of the pendulum
scene (when the protagonist is not visible) to any other scene in
chapter 6. The protagonist was not made visible again when loading
the savegame.
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Room 102 has two states. The first one has an animation of a
pendulum while the protagonist is chained to a table beneath it.
The second state is after the protagonist free himself. In the second
state the pendulum has stopped. When saving in the first state,
loading the save game did not properly setup the pendulum
animation causing graphic glitches.
This fixes bug #7113 DRASCULA: Serious sprite glitches
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Too many artifacts. It is not possible with current ScummVM
drawing approaches.
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GUI_ONLY_FULLSCREEN
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initialization otherwise
This was leading to an unhandled exception within Sparkle code
which was hanging the application. This feature is good only for development
purposes, as convenient users are supposed to run ScummVM from the
supplied bundle.
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