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2010-10-10HUGO: Now force initial saveArnaud Boutonné
This should fix the corrupted initial savegame problem svn-id: r53111
2010-10-10HUGO: Remove sound off when savingArnaud Boutonné
svn-id: r53110
2010-10-10HUGO: Move Dos strings from Parser to hugo.datArnaud Boutonné
svn-id: r53109
2010-10-10PSP: factored PngLoader out of virtual keyboard for further useYotam Barnoy
svn-id: r53108
2010-10-10GUI: Ensure that the message dialog is wide enoughTorbjörn Andersson
The Hugo engine currently uses the message dialog. Make sure that the dialog is always at least wide enough to hold the "Ok" button. svn-id: r53107
2010-10-10HUGO: New parser for H1 Dos and H2 Dos.Arnaud Boutonné
Add specific parser functions for H1 Dos and H2 Dos svn-id: r53106
2010-10-10MIDIDRV: Prefer PCjr over PC SpeakerTorbjörn Andersson
If I understand this correctly, if the player's desired music driver isn't supported (e.g. if you have MIDI as default, and haven't said anything specifically for Maniac Mansion), it tries to pick the "best" supported music driver instead. In this case, check if PCjr is supported before picking PC Speaker. svn-id: r53105
2010-10-10HUGO - Fix error in data (H1 Dos)Arnaud Boutonné
svn-id: r53104
2010-10-09SCUMM/FM-TOWNS: minor fix for sfx codeFlorian Kagerer
svn-id: r53103
2010-10-09KYRA: fix regression in Screen_v2::generateOverlay()Florian Kagerer
(very noticeable in LOL PC-98) svn-id: r53102
2010-10-09TOON: Fix black spots in title picture.Torbjörn Andersson
A "full palette" is, presumably, 256 colours, not 255. svn-id: r53101
2010-10-09TOON: Removed unnecessary "break"s (right after "return"s)Torbjörn Andersson
svn-id: r53100
2010-10-09TOON: Constify some more tables.Johannes Schickel
svn-id: r53099
2010-10-09TOON: Ran astyle over the toon engine (+ some manual corrections).Johannes Schickel
svn-id: r53098
2010-10-09TOON: More semi-colon cleanup.Torbjörn Andersson
svn-id: r53097
2010-10-09TOON: Semicolon cleanupOri Avtalion
svn-id: r53096
2010-10-09SCUMM/FM-TOWNS: cleanup sfx codeFlorian Kagerer
svn-id: r53095
2010-10-09TOON: Merge toondemo game id into toonMatthew Hoops
ADGF_DEMO already marks it as a demo, so labeling the id as "Demo" would be redundant. svn-id: r53094
2010-10-09TOON: String fixes for motoezx buildSylvain Dupont
svn-id: r53093
2010-10-09TOON: Make some static data tables const.Johannes Schickel
svn-id: r53092
2010-10-09VIDEO: Remove useless references in handleAudioTrack functionSylvain Dupont
svn-id: r53091
2010-10-08TOON: Normalized include pathsEugene Sandulenko
svn-id: r53089
2010-10-08TOON: Fixed guard definesEugene Sandulenko
svn-id: r53088
2010-10-08TOON: Merged Toon engine to ScummVM trunkEugene Sandulenko
svn-id: r53087
2010-10-08VIDEO: Factor out handleAudioTrack() to be used by Toons engineEugene Sandulenko
svn-id: r53086
2010-10-08NEWS: set 1.2.0 release dateEugene Sandulenko
svn-id: r53082
2010-10-08SCI: Support kGetTime modes 2 and 3 in SCI 0_LATEWillem Jan Palenstijn
This fixes bug #3083879 in Iceman. svn-id: r53077
2010-10-08DISTS/REDHAT: Don't package dxa script in toolsWillem Jan Palenstijn
The script is broken and no longer necessary with SMK support. svn-id: r53076
2010-10-08SCUMM/FM-TOWNS: fixed threading issue in sfx codeFlorian Kagerer
svn-id: r53074
2010-10-08SCUMM/FM-TOWNS: fixed possible invalid mem access in sfx codeFlorian Kagerer
svn-id: r53073
2010-10-08SCI: Added a check for magnifier cursor multipliersFilippos Karapetis
Sierra SCI only allowed multipliers 1, 2 and 4, and errored out on unexpected values, thus we do the same svn-id: r53072
2010-10-08SCI: fixing mag cursor as far as possibleMartin Kiewitz
added TODO for real proper implementation at least the alignment and content shown is now correct svn-id: r53071
2010-10-08SCI: add global scaling again to kAddToPicMartin Kiewitz
fixes regression of r52887 - lb2 actors not scaled correctly bug #3083577 needs to get backported svn-id: r53068
2010-10-08TOOLS: Add RELEASE_BUILD to autogenerated MSVC project files.Johannes Schickel
This is only done for the release target and not the debug target. svn-id: r53065
2010-10-07SCUMM/FM-TOWNS: minor change in sfx codeFlorian Kagerer
svn-id: r53061
2010-10-07SCI: Fix for bug #3083151 - "QFG3: Long pause while loading specific savegame"Filippos Karapetis
svn-id: r53060
2010-10-07SCI: Add one more workaround for end of QfG3 AwariWillem Jan Palenstijn
svn-id: r53058
2010-10-07SCUMM: Silenced signed/unsigned warnings, removed unused variableFilippos Karapetis
svn-id: r53055
2010-10-07SCI: bugfix for magnifier cursorsFilippos Karapetis
When deleting the resources related to magnifier cursors, zero them out as well. Fixes crash when exiting a game after using a magnifier cursor svn-id: r53054
2010-10-07SCUMM/FM-TOWNS: cleanupFlorian Kagerer
svn-id: r53053
2010-10-07SCUMM/FM-TOWNS: improved sfx support for indy4 and monkey2Florian Kagerer
svn-id: r53052
2010-10-07CONFIGURE: add REDUCE_MEMORY_USAGE to N64 and Dingux portsFabio Battaglia
svn-id: r53050
2010-10-07SCI: Added a define to disable room transitionsFilippos Karapetis
This is only useful for development, for speedy runs of games, and should NOT be used in general, as it may introduce graphics glitches svn-id: r53049
2010-10-07SCI: Still show warning for uninit. reads in release modeWillem Jan Palenstijn
svn-id: r53047
2010-10-07SCI: unknown valgrind cases->fake 0 when officialMartin Kiewitz
we will fake 0 instead of error()ing out in official releases, when an uninitialized temp is read is supposed to get backported svn-id: r53046
2010-10-07SCI: fixing kBaseSetter on scaled viewsMartin Kiewitz
adding check, if view is scaleable also just copying nsRect now instead of recalculating - fixes lb2 regression at the docks (calling taxi hangs the game, bug #3982289) - i noticed this difference before but copying nsRect didnt work back then (i guess because of other bugs), that's why i recalculated it should get backported, but only after some more testing - maybe someone should play through lb2 again svn-id: r53045
2010-10-07GOB: Fix object videos with more than 255 framesSven Hesse
A regression of the CoktelDecoder rewrite. svn-id: r53043
2010-10-06PSP: rewrote input code and added an input modeYotam Barnoy
The old input code was getting too messy. A redesign made it easier to modify and add several modes and combos, including one for 1st person games which benefit from a different control scheme. A combo switches between the modes. I also added directional support while the virtual keyboard is visible, using the nub. This allows moving around in the text in some games, and moving the character while typing for others (e.g. AGI) svn-id: r53042
2010-10-06LURE: Fix for #3062794 - Diermot cannot leave room 7Paul Gilbert
svn-id: r53039
2010-10-05GOB: Try to also open VMD files in Gob3 WinSven Hesse
Because the scripts reference it as IMD, while there are actually only VMDs files in the data files of the Windows version svn-id: r53037