Age | Commit message (Collapse) | Author |
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The case shouldn't actually ever happen; the off-by-one bug when seeking to the last frame of the media (in an edit) caused this originally
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With the previous commits' fixes, it's no longer needed
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If seeking to the final frame of an edit, _nextFrameStartTime wouldn't be adjust properly and would wrongly say that it's at the end of the edit. This never affected anything because of the edit "-1" hack.
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An edit that seeks to the last frame of the media would not show
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Allows for the KQ6 Mac intro to play without the edit "-1" hack
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Because we use Common::String to store UTF-8 data, the font
renderer will draw the wrong glyphs for non-ASCII characters,
unless we first convert the string to UTF-32. (I thought the same
change would have to be made for the ZGI game over screens, but
apparently they work anyway. At least the German version, I'm told.)
I've discussed this change with [md5], and while it would probably
be more correct to make the engine use UTF-32 throughout, that is
also rather painful.
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This prevents the cheat codes from being accidentally triggered when
using the save screen, for example
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A condition in a criteria is made up of three tokens: An id, an
operator and an id/value. However, in my copy of ZGI, puzzle:07507
has "[00202] !3 # SPELL_12_IN_BOOK", i.e. there was no space
between the second and third tokens. This caused the "glorf" spell
to not be properly inscribed in your spell book.
To fix this, if the second token is more than one character we use
the rest of it as the third token.
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In the Zork: Nemesis version bundled in the ZGI SE DVD, the bell rope
puzzle has been modified so that it's non-interactive, i.e. there isn't
a hotspot to click while the video is playing, and the player is
transported to the next room. In the patched script, all criteria of
that puzzle were commented out, resulting in an invalid criteria list.
Skip any commented out criteria, to avoid ending with an invalid list.
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A regression from commit dcac5be493
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Avoid overwriting the previous location when loading a saved game
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ZVISION: Fix comparison between signed and unsigned integers
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The save buffer preparation code had a bug, which triggered in the
jail area because its room is 'j'
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do change location when coming back from restore dialog
Fixes bug # 6771
We don't need to change locations, since we use the ScummVM save dialog instead
of the original one (which is actually a location). Instead we just need to reset _nextLocation to
_currentLocation so the engine can stop trying to save. If we change locations, the
StateKey_LastWorld/Room/etc. end up being overwritten with the current room. So if a script
refers to location 0, 0, 0, 0 (aka, the last room), the engine will try to change location to the same room.
On restore, we have to force a location change, just in case we restore to the same room. (Since the logic
will only do a location change if _nextLocation != _currentLocation)
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dialog"
This reverts commit b835eacc0cd401bb0d15a33e60d2ac47ebb4d718.
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Fixes bug # 6771
We don't need to change locations, since we use the ScummVM save dialog instead
of the original one (which is actually a location). Instead we just need to reset _nextLocation to
_currentLocation so the engine can stop trying to save. If we change locations, the
StateKey_LastWorld/Room/etc. end up being overwritten with the current room. So if a script
refers to location 0, 0, 0, 0 (aka, the last room), the engine will try to change location to the same room.
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Calls larger than 32MB away should no longer cause linker errors, provided libraries are rebuilt with that too
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powerpc-* targets get detected properly again now
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A regression from commit d70503cc98. Thanks to wjp for bisecting.
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ZVISION: made error messages detailed
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This is based on Marisa-Chan's observations in commit 28e27ea1d9.
Tested with both ZNEM and ZGI
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A regression from commit 07ad10babe
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Not just during the "returning" animation. Addresses part of bug #6761
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We have to explicitly set the cursor each call otherwise the cursor will
be reset to the idle cursor. Addresses part of bug #6761
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This is the original behavior. This was noted in bug #6761. Specifically,
the knocker on the door plays a sound whenever it is a the top of the bottom
of the swing. By only allowing one sound effect to play at the same time, the
knocker would only play once, even though it bounces at the bottom.
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