Age | Commit message (Collapse) | Author |
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The action which triggers the assertion is CheckUnderBedDB.
This changes ActionPlay::OnStart method to be similar to superclass
implementation with regard to _startFrame to avoid this.
However, the animation still glitches repeating several times, but this
is a script bug in the original and should be addressed in a workaround
in a future commit.
This should fix the main issue in Trac bug #10800.
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Fixes an incorrect message in the original. bug #10801
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Prevents the autosave script from enforcing a 20 savegame limit, bug #10758
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Fixes timing that cuts off speech. bug #10787
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This bug would occur when casting dispel magic while the weapon slots were temporarily disabled (from using a weapon etc.). This could lead to permanently disabled slots.
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- added print_map command which prints a map of the current level
- fixed open_door/close_door commands
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This patch was originally from bug Trac #6276 and was submitted by
bluegr.
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Fixes graphics glitch in the original game, bug #9760
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This allows the backend to show the hi-res videos at full
resolution, rather than scaling them down.
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In all my attempts to get the audio and video to sync up in the
ZGI videos, there have always been 9-10 frames of video before the
audio even starts, even though the audio is timestamped to start
before. This attempts to fix that by prioritizing sending audio
packets to the decoder in a timely fashion.
I do not know if this is the correct way of doing this, and there
are still some things that need to be fixed. But pragmatically, it
does procude significantly better sync, so...
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Sometimes (only at the very start of a movie?) there will be a
video packet that has a PTS but no frame to display. Save that PTS
and use it for the next frame. This doesn't actually improve
anything, as far as I can tell, but feels right.
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We weren't doing anything with it anyway. And I'm not sure it's
even available in the ZGI videos.
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I think it makes things easier to read, and I have some ideas
that I want to try which should be easier this way...
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This is another attempts at improving the audio/video sync in the
MPEG-PS decoder. Unfortunately, the audio probably also needs to
be synced to its pts timestamps...
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From what I understand, this has something to do with the image
being either made up from two or three parts. When it's made from
three parts, the frame should be displayed for half again as long
as normal.
This makes the speed of the Zork: Grand Inquisitor video look
about right to me. It's still out of sync, but it doesn't seem to
get *more* out of sync as the video progresses.
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This code comes from clone2727's now defunct (?) ac3 branch, with
some minor compile fixes. This represents the latest version of
the stalled AC-3 decoder work for Zork: Grand Inquisitor. Note,
however, that I have not yet asked for clone2727's permission to
use this. I'm just experimenting.
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This code comes from clone2727's now defunct (?) ac3 branch.
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Like most things that make this branch actually work, this comes
from clone2727.
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This is used for some logo animations at the start of the game. I
don't know if it's used for anything else, but probably not.
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This collects the whole frame before trying to decode it. It's
still now working right, but it's way better than it was before.
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At the moment, this produces nothing but misery in the form of
Valgrind warnings and horrible noise.
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This is for an experiment aiming to decode audio for the hi-res
videos in Zork: Grand Inquisitor. I don't know if we want to add
a dependency on liba52, but the license should allow us to include
the code verbatim, if that's preferrable.
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This is a 4CD release, with date inside the disk.1 file of August 14th
1995.
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This fixes bug Trac #10791.
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The current Portuguese entry is Brazilian dialect, so modifying the
description and adding an entry for European Portuguese.
This is required to deal with bug Trac #10791.
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Loading and returning from subscripts alters the _variables
used, thus are not guaranteed to create a valid save state.
Loading a save should be valid at any time, as long as the
active script being run is restored to the base game script.
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Implement RB (bitmap visibility) command.
Implement stub for FLX and FLB (play animation) commands.
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This is a workaround for a premature sfx (original code/script bug) in a specific sequence in catacombs level 2.
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Catacombs level 3 doors were not drawn completely.
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Currently translated at 26.8% (268 of 1000 strings)
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- workaround to fix music playback in Mixed Up Mothergoose
- remove a useless declaration
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ScummVM only supports 8 bits encoding, so we cannot use UTF-8.
Also the encoding specified in the file was actually already
ISO-8859-8, which means it was inconsistent with the one used.
Hopefully this will fix the charset error reported by Weblate.
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The guard clashed with engines/dialogs.h
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