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2016-02-01Revert "TOUCHE: Fix buffer overrun. CID 1003934"Willem Jan Palenstijn
This reverts commit 9d2cc7ce84107d93d56371e8266cbe2193a7923b.
2016-02-01NEWS: Mention Labyrinth of Time supportEugene Sandulenko
2016-02-01AGI: change how menus are triggered on Non-PCMartin Kiewitz
2016-02-01AGI: Pass vm pointer directly to commandsMartin Kiewitz
No functional change
2016-02-01AGI: Rename _game.lognum to _game.curLogicNrMartin Kiewitz
Also a bit of cleanup
2016-02-01AGI: Change _game.exitAllLogics to booleanMartin Kiewitz
2016-02-01AGI: Remove _game.hasPrompt, no longer neededMartin Kiewitz
2016-02-01AGI: Remove old clockEnabled booleanMartin Kiewitz
No longer needed We use ScummVM system total play time functionality instead
2016-02-01AGI: Fix pause command effectively freezing gameMartin Kiewitz
In game timer wasn't resumed, which caused no more cycles to get executed.
2016-02-01SCI: Revert revert the keyboard handling changesMartin Kiewitz
It seems the issues on AmigaOS aren't actually caused by the new code. Reverting the revert.
2016-02-01AGI: Revert revert the keyboard handling changesMartin Kiewitz
It seems the issues on AmigaOS aren't actually caused by the new code. Reverting the revert.
2016-02-01AGI: Improve original save/load menusMartin Kiewitz
Description is trimmed for the verify window, width is now accurate Actual save filename is now also shown, just like in the original Cleanup
2016-02-01Merge pull request #657 from lordhoto/scumm-alt-xEugene Sandulenko
ALL: Handle Alt-x internally in SCUMM.
2016-01-31MAEMO: Package missing engine-data filesTarek Soliman
2016-01-31MAEMO: Split packaging of engine-data into multiple linesTarek Soliman
2016-01-31SHERLOCK: SS: Fix Settings dialog hotkeysPaul Gilbert
2016-02-01SDL: Don't mix our key code with SDL's.Johannes Schickel
This case for F# keys was forgotten to update in 8530997fff7b5b9d558f7dd6a0d07c236e4de16f.
2016-02-01AGI: Keyboard handling changeMartin Kiewitz
It seems the current code causes issues on at least AmigaOS. Changed current code to the way SCI handled it. Needs to get investigated in detail. Added FIXME. Also see engines/sci/event.cpp
2016-02-01SCI: Revert ascii detection for key event handlingMartin Kiewitz
Seems to cause at least issues on AmigaOS probably b/c SDL. See bug #7009. Added FIXME. Underlying issue needs to get fixed in SDL backend or in SDL itself.
2016-02-01AGI: implement predictive dialogMartin Kiewitz
2016-01-31SHERLOCK: SS: Fix incorrect conversation lines display in German versionPaul Gilbert
2016-01-31NEWS: added a few more AGI detailsMartin Kiewitz
2016-01-31AGI: fix warningsMartin Kiewitz
2016-01-31AGI: Remove unused variableEugene Sandulenko
2016-01-31CREDITS: Walter is backEugene Sandulenko
2016-01-31AGI: Fix warningWillem Jan Palenstijn
2016-01-31CREDITS: RegenerateEugene Sandulenko
2016-01-31CREDITS: Added Martin to AGI engineEugene Sandulenko
2016-01-31NEWS: Mention AGI rewriteEugene Sandulenko
2016-01-31Merge pull request #654 from m-kiewitz/masterEugene Sandulenko
AGI: graphics rewrite + cleanup
2016-01-31AGI: vol system setting gets sent to scriptsMartin Kiewitz
Volume changes in ScummVM system menu now gets sent to scripts as well.
2016-01-31AGI: properly implement volume control + syncMartin Kiewitz
Original code did assume that AGI volume level is 0-15 (0 for silence, 15 for maximum volume). It actually is the other way. 0 is maximum, 15 is silence. Fixed that. Also implemented sync with ScummVM settings dialog. In case "mute" is enabled by the user, any volume changes done by scripts are ignored. Fixes Manhunter 1 Apple IIgs not getting sound anymore since the VM Var cleanup (the script volume change by the scripts didn't reach us before)
2016-01-31AGI: remove timer hack, implement in game timerMartin Kiewitz
in game timer is now updated, when scripts read in game timer VM variables and during main loop. ScummVM total play time feature is used for it. Game cycle syncing is done at the same time.
2016-01-31AGI: adjust getFlag(), setVar() and getVar()Martin Kiewitz
2016-01-31SHERLOCK: SS: fix another warningMartin Kiewitz
2016-01-31SHERLOCK: SS: fix warningsMartin Kiewitz
thanks to eriktorbjorn for pointing those out
2016-01-31AGI: getflag/setflag/etc. cleanupMartin Kiewitz
renamed getflag() to getFlag() renamed setflag() to setFlag() renamed flipflag() to flipFlag() preagi: renamed setFlag for this engine to setWinnieFlag
2016-01-31AGI: VM Var code cleanupMartin Kiewitz
Don't access variables directly, but through method Shouldn't include any functional differences Also changed several hardcoded values to the corresponding enums.
2016-01-31AGI: revert "motion type check in objectstop AGI3"Martin Kiewitz
Caused issues with mouse support (that AGI on DOS never had). e.g. KQ1/KQ2 on end of mouse click move Graham automatically falls into water. The check was added in AGI3 only, but maybe non-DOS interpreters had it before. Or maybe mouse support was actually implemented differently. Needs more investigating.
2016-01-31AGI: rename VGA font to PC BIOS fontMartin Kiewitz
probably more accurate
2016-01-31AGI: added/improved font debug outputMartin Kiewitz
2016-01-31AGI: hardcoded value replaced with VM_VAR_SECONDSMartin Kiewitz
2016-01-31AGI: font cleanupMartin Kiewitz
We now only offer the original VGA font (a few characters were modified) and overwrite the extended set range with a Russian set, when needed.
2016-01-31AGI: change key -> direction handlingMartin Kiewitz
After the VM Var 6 <-> ego direction change, this is required Also our original behavior was inaccurate in that part as well.
2016-01-31AGI: motion type check in objectstop was AGI3 onlyMartin Kiewitz
verified via disassembly
2016-01-31AGI: copying between var + ego screen obj fixedMartin Kiewitz
We copied the wrong way see cycle.cpp This fixes the fan game 13th disciple. bug #3563 Also cleanup playercontrol variable is now a boolean
2016-01-30AGI: Ego motion type change on newroom only agi3Martin Kiewitz
Ego motion type change on newRoom() was only done for AGI3
2016-01-30AGI: fix agi256 view decompressionMartin Kiewitz
+ add extra security checks
2016-01-30SHERLOCK: SS: don't setup font for non-play demoMartin Kiewitz
Do not setup font for non-playable demo Non-playable demo does not have any font at all Fixes non-playable demo not working
2016-01-30SHERLOCK: SS: button code cleanupMartin Kiewitz
Change the default for the optional parameter "textContainsHotkey" to true, because it's needed almost all of the time.