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2018-11-04VIDEO: Use all video PTS'sTorbjörn Andersson
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.
2018-11-04VIDEO: Removed _psmESTypeTorbjörn Andersson
We weren't doing anything with it anyway. And I'm not sure it's even available in the ZGI videos.
2018-11-04VIDEO: Moved MPEGStream creation out of readNextPacket()Torbjörn Andersson
I think it makes things easier to read, and I have some ideas that I want to try which should be easier this way...
2018-11-04VIDEO: Make the video pts sync easier to understandTorbjörn Andersson
2018-11-04VIDEO: Synchronize video to pts timestampsTorbjörn Andersson
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...
2018-11-04IMAGE: Honor nb_fields when calculating frame durationTorbjörn Andersson
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.
2018-11-04VIDEO: Use the standalone AC-3 decoder in the MPEG-PS codeTorbjörn Andersson
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.
2018-11-04AUDIO: Add a separate AC-3 decoderTorbjörn Andersson
This code comes from clone2727's now defunct (?) ac3 branch.
2018-11-04VIDEO: Some minor cleanups to the AC-3 decoderTorbjörn Andersson
2018-11-04VIDEO: Skip DVD code. The sound plays, but audio/video sync is offTorbjörn Andersson
Like most things that make this branch actually work, this comes from clone2727.
2018-11-04ZVISION: Play hi-res videos, even if they have no low-res versionTorbjörn Andersson
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.
2018-11-04VIDEO: After figuring out sample rate, rewind the AC-3 streamTorbjörn Andersson
2018-11-04VIDEO: Committed fixes from clone2727Torbjörn Andersson
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.
2018-11-04ZVISION: Enable hi-res videos for testing purposesTorbjörn Andersson
2018-11-04VIDEO: Use liba52 to decode audio. This is still laughably brokenTorbjörn Andersson
At the moment, this produces nothing but misery in the form of Valgrind warnings and horrible noise.
2018-11-04CONFIGURE: Add detection of liba52Torbjörn Andersson
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.
2018-11-03BUILD: Add missing libraries to Travis CI buildCameron Cawley
2018-11-03GROOVIE: Add Detection Entry for 11th Hour English Windows VariantD G Turner
This is a 4CD release, with date inside the disk.1 file of August 14th 1995.
2018-11-03ANDROID: Fix a -Wformat-security warningCameron Cawley
2018-11-03GOB: Correct Crousibat Detection Entry to European Portuguese.D G Turner
This fixes bug Trac #10791.
2018-11-03COMMON: Add Portuguese (Portugal) Language.D G Turner
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.
2018-11-03GROOVIE: Fix GMM loads, block saves in a puzzleScott Thomas
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.
2018-11-02MUTATIONOFJB: Draw bitmaps.Ľubomír Remák
Implement RB (bitmap visibility) command. Implement stub for FLX and FLB (play animation) commands.
2018-11-02KYRA: fix EOB II sound glitchathrxx
This is a workaround for a premature sfx (original code/script bug) in a specific sequence in catacombs level 2.
2018-11-02KYRA: - fix EOB II graphics glitchathrxx
Catacombs level 3 doors were not drawn completely.
2018-11-01WIN32: Correct typo in Inno Setup script.Kirben
2018-10-31I18N: Update translation (Hebrew)Matan Bareket
Currently translated at 26.8% (268 of 1000 strings)
2018-10-31SCI: - minor fix to FM-TOWNS sound driverathrxx
- workaround to fix music playback in Mixed Up Mothergoose - remove a useless declaration
2018-10-31I18N: Add UI language name for Hebrew translationThierry Crozat
2018-10-31I18N: Convert Hebrew po file to ISO-8859-8Thierry Crozat
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.
2018-10-31GUI: Fix duplicate include guardMichał Janiszewski
The guard clashed with engines/dialogs.h
2018-10-31MUTATIONOFJB: Add basic support for RABLOAD command.Ľubomír Remák
Also fix an issue with parsing IF command. This commit makes the game completable (with many issues).
2018-10-31WIN32: Add "Hebrew" as language option to the Inno Setuplotharsm
Requires https://github.com/jrsoftware/issrc/blob/master/Files/Languages/Hebrew.isl
2018-10-30MUTATIONOFJB: Add stub for switching game chapter.Ľubomír Remák
2018-10-29PINK: added detection entry for Danish versionAndrei Prykhodko
2018-10-28I18N: Update translation (Hebrew)Matan Bareket
Currently translated at 10.0% (100 of 1000 strings)
2018-10-28KYRA: (EOB) - fix broken quickstart partyathrxx
regression from 00e59a31 - savegames without thumbnails (like the quickstart party) would raise an error message.
2018-10-28IOS: Disable code using safeAreaInsets when compiling with iOS SDK 10 or belowThierry Crozat
2018-10-28SCI32: Remove GK1 French/Spanish CD SysLogger hotkey (#1366)sluicebox
Removes a problematic active debug hotkey, bug #10781
2018-10-28SCI32: Fix GK1 floppy Magentia missing message (#1367)sluicebox
Fixes a missing message error in floppy version. bug #10782
2018-10-28IOS: Attempt to fix compilation with pre-iOS 11 SDKThierry Crozat
2018-10-28IOS: Fix missing bracketsThierry Crozat
2018-10-28IOS: Support building in Xcode 10/iOS 12, and for iPhone X-like devices that ↵Yoshi Sugawara
have a "safe area" iOS 12 drops support for libstdc++, so the project needs to be compiled explicitly using libc++. Support the "safe area" when redrawing the view to leave space for the notch in portrait and landscape orientations.
2018-10-28MUTATIONOFJB: Allow completion of first chapter.Ľubomír Remák
Implement dummy SPECIALSHOW command (skip puzzle). Fix NEWROOM command parsing. Fix use action on inventory items. Fix interaction with certain doors.
2018-10-28KYRA: (LOL) - fix for ticket #9831 (Lands of Lore: Japanese text is ↵athrxx
displayed overlapping) It seems that I broke this after 1.5.0 in 2013 when adding support for the FM-Towns version.
2018-10-28KYRA: (EOB) - minor fix for EOB 1 monster hit chance calculationathrxx
2018-10-28KYRA: (LOL) - clean up sound map data formattingathrxx
This is a followup to the fix for bug #10665 (Urbish mines lobster having an invalid sound track number and causing invalid memory access).
2018-10-28MUTATIONOFJB: Implement implicit actions.Ľubomír Remák
Add implicit pick up action for certain statics. Respect disabled implicit walk action for doors.
2018-10-28SCI32: Fix GK1 ego speed bugs (#1365)sluicebox
Fixes ego speed bugs in the original game, bug #10780
2018-10-28MUTATIONOFJB: Add support for combining items.Ľubomír Remák
Introduce game screen and game widget. Add status bar to show currently hovered and picked items. Load hardcoded strings from game executable.