Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-03-04 | SWORD25: Fixed "Resource not released" warnings [GSoC] | Tkachov | |
(Look https://sourceforge.net/p/scummvm/bugs/6980/) The warning messages were appearing because when PRECACHE_RESOURCES is not defined, ResourceManager's `requestResource()` was used to manually "cache" them. When you do that, ResourceManager "locks" the resource once, so you must `release()` it later. Resources were not released, and warnings appeared. When you `release()` resource, it still is loaded ("cached"). Resource's `getLockCount()` is 0, though, so it might be unloaded by ResourceManager if there is a lot of resources. | |||
2016-03-03 | SCI32: Fix misidentification of createFontBitmap(CelInfo &) | Colin Snover | |
2016-03-03 | SCI32: Add all kBitmap signatures | Colin Snover | |
Not all SCI2.1late/SCI3 function signatures are fully known yet, but all subops are now represented in the kernel tables. | |||
2016-03-02 | SCI32: Minor consistency improvement to FrameOut | Colin Snover | |
2016-03-02 | SCI32: "Fix" missing fade transitions | Colin Snover | |
The original engine had some members on PlaneShowStyle to allow wall clock timing but never actually used them in the processing loop so transitions simply ran as quickly as the CPU could process them. For the moment, we will just limit these transitions to ~30fps, which hopefully roughly matches the speed of the engine on hardware of the era. | |||
2016-03-02 | SCI32: Add a workaround for kPalVarySetPercent in GK1 (chapter change) | Filippos Karapetis | |
2016-03-02 | SCI32: Don't do a syncWithScripts on restore from launcher | Martin Kiewitz | |
Causes issues in at least gk1 (option + inventory plane are shown) Game::restore is not called, when doing restores from launcher, so in the original interpreter this script code wasn't called either. Fixes option + inventory planes etc. being shown right after restoring via launcher, when original save/load dialogs were disabled. | |||
2016-03-02 | SCI32: Fix changed screen items drawing on top of higher screen items | Colin Snover | |
2016-03-02 | SCI32: Add consts and remove redundant conditional | Colin Snover | |
Adding consts to try to isolate rectangles that change during draw list processing, to be investigated for incorrect mutations causing lower screen items to be drawn over higher screen items at their edges. | |||
2016-03-02 | SCI32: Review rect rounding in Plane and ScreenItem | Colin Snover | |
These changes should cause ScummVM to be more accurate in edge case rounding. | |||
2016-03-01 | SCI32: Fix bad reads of mirrored cels | Colin Snover | |
2016-03-01 | SCI32: Fix index/offset mixup in updateInfoFlagViewVisible | Willem Jan Palenstijn | |
2016-03-01 | SCI: Cleanup: Use Common::StringArray instead of custom type. | Johannes Schickel | |
2016-03-01 | COMMON: Cleanup: Use StringArray instead of custom type. | Johannes Schickel | |
2016-03-01 | SCI: Fix Macintosh game sources listing. | Johannes Schickel | |
2016-03-01 | COMMON: Add a method to list files to MacResManager. | Johannes Schickel | |
2016-03-01 | SCI: Use MacResManager when checking for Mac resource forks. | Johannes Schickel | |
2016-03-01 | COMMON: Fix Rect::intersects doc | Willem Jan Palenstijn | |
2016-03-01 | SCI: New Hoyle 1 was actually new Hoyle 2 version | Martin Kiewitz | |
5.25", 2 discs, interpreter 0.668 | |||
2016-03-01 | SCI: Add another version of hoyle 1 (5.25") | Martin Kiewitz | |
2016-03-01 | SCI32: Fix text size calculation scaling to match SCI | Colin Snover | |
The previous code works correctly only for ratios like 2:1 that do not generate remainders. | |||
2016-03-01 | WAGE: Added two more games | Eugene Sandulenko | |
2016-03-01 | WAGE: Added detection for The Tower | Eugene Sandulenko | |
2016-03-01 | WAGE: Added detection for 2 more games | Eugene Sandulenko | |
2016-03-01 | WAGE: Added detection for The Phoenix | Eugene Sandulenko | |
2016-03-01 | WAGE: Fix bufer overrun in bitmap code | Eugene Sandulenko | |
2016-03-01 | WAGE: Simplified detection entries for fan games | Eugene Sandulenko | |
2016-03-01 | WAGE: Added detection for Twisted! and Exploration Zeta! | Eugene Sandulenko | |
2016-03-01 | SCI32: Revert GK1 hacks | Willem Jan Palenstijn | |
Replacing a valid signature error by a warning isn't useful. | |||
2016-03-01 | CINE: Fix sound effects stopping the music in the DOS CD version of Future Wars. | Kirben | |
2016-03-01 | CINE: Fix restoring background music when loading saved game in DOS CD ↵ | Kirben | |
version of Future Wars. | |||
2016-03-01 | SCI32: Add a note about the menu bars in GK1 | Filippos Karapetis | |
2016-03-01 | SCI32: Warn when the unhandled parameter is set in kPalVarySetPercent | Filippos Karapetis | |
2016-03-01 | SCI32: GK1 adds another optional parameter to kPalVarySetPercent | Filippos Karapetis | |
2016-03-01 | WIN32: Fix invalid array accesses when MIDI device listing fails. | Johannes Schickel | |
2016-03-01 | SCI: Remove superfluous cast to boolean and fix code styling | Filippos Karapetis | |
2016-03-01 | SCI: Use uint32 instead of unsigned int | Filippos Karapetis | |
2016-02-29 | SCI: Fix compilation on amigaos4 | Lars Skovlund | |
2016-02-29 | OPENPANDORA: Handle non-exported or not-set $TERM in pnd_make.sh. | Johannes Schickel | |
2016-02-29 | OPENPANDORA: Don't output colors in pnd_make.sh when redirecting output to file. | Johannes Schickel | |
2016-02-29 | SCI3: Collect bits for managing kInfoFlagViewVisible | Lars Skovlund | |
2016-02-29 | SCI: Add vocab994 console command | Lars Skovlund | |
This is intended for early SCI2, but should work with older SCI too, not that we need it. | |||
2016-02-28 | SCI32: Non-titled text bitmap implementation | Colin Snover | |
This implementation is not 100% engine accurate, but it is more accurate than what was there, and hopefully the differences between this and the engine code are merely cosmetic. The known (intentional) differences are: 1. Uses ScummVM rects inside the engine code, converting to/from SCI rects on the kernel edges and when scaling 2. Fewer side effects when performing operations that *should* have been pure from the start (like text dimension calculation). Still not side-effect-free, but at least things like colours and alignment do not need to be reset every time a measurement is taken, unlike in the actual engine. Editor controls and some other kBitmap code are temporarily disabled as a result of changes to GfxText32 until they can be updated to be engine-accurate. | |||
2016-02-28 | GOB: Don't completely reset the OPL in AdLib::initOPL() | Sven Hesse | |
It shouldn't be necessary anymore, since initOPL() cleans everything. If, however, suddenly a piece of music sounds weird in a Gob game, this is the place to look for. This fixes a race condition between OPL::reset() and the callback timer. | |||
2016-02-28 | AGI: Remove comma from "Pause when entering commands" | Martin Kiewitz | |
2016-02-28 | AGI: Add optional "pause, when entering commands" feature | Martin Kiewitz | |
Shows a prompt window and pauses the game (just like original AGI did, but original AGI only did it in Hercules rendering mode). | |||
2016-02-28 | GUI: Don't crash on empty dictionary in predictive dialog | Torbjörn Andersson | |
2016-02-28 | GUI: Fix two leaks in predictive dialog | Torbjörn Andersson | |
2016-02-28 | AGI: Fix small memory leak in Hercules font loader | Torbjörn Andersson | |
2016-02-28 | AGI: Set monitor VM var to EGA for Hercules rendering | Martin Kiewitz | |
Original AGI Hercules rendering was restricted by the Hercules resolution, which is why they had to remove the AGI prompt and replace it with a prompt window like the one used in SCI. We are not and even when we support that prompt window, we will still support the original AGI prompt even for Hercules rendering. Maybe some games had special graphic code, when Hercules rendering is active. This needs to get checked. We are now telling the scripts that we are running on EGA, so that they don't put text at different coordinates. Hercules rendering also used a different grid for putting text for example Space Quest 2 right at the start. This change avoids problems with such placement. We don't really want to restrict ourselves by implementing that different text grid resolution. Also added comments on game feature flags. |