Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
To time animations the original engine uses interrupt to get the
Real Time Clock and divides the number of clock ticks by 0.182.
Since there is approximately 18.2 ticks per second, this means
it uses values in 1/100th of a second. In ScummVM we were using
getMillis() / 20, so the animations was two times slower than in
the original.
This might fix bug #7115 Drascula: FPS are incorrect or some
frames are dropped.
Note that for the walk animation we are still not exactly using the
timing of the original. The original engines keeps each walk frames
for 5.7 times 1/100th of a second (i.e. 17.54 FPS). In ScummVM
getTime returns an integer value and as a result each walk frame is
now kept for 6 times 1/100th of a second (i.e. 16.67 FPS, which i
better than the 8.33 FPS we were getting before this commit).
as our getTime returns integer values and thus we use
frames for 6 of 1/100th of a second while the original is slightly
faster as it kept frames for 5.7 times 1/100th of a second.
|
|
version
This simplifies the code and bring it closer to the original source code.
This should help if we need to debug issues in the future.
|
|
|
|
The tooltip translation for the object line setting in COMI
is now taken directly from the LANGUAGE.TAB file of the original
German Monkey Island 3 release which makes this translation the
most accurate possible for this string.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The original game would display a message if you tried to load or
delete a game without actually selecting one. At least for now,
let's just avoid crashing.
|
|
Don't crash when clicking a read-only text widget. In the original,
the load game dialog's text widget isn't read-only, but since we
allow multiple games to have the same name it's probably for the
best that we don't quite match the original behavior here.
|
|
It's bugging me, ok?
|
|
Thanks to salty-horse for reporting.
|
|
|
|
This feature made pressed buttons wait a few moments before returning to
an unpressed state. It was half-implemented, and caused several visual
bugs. Fixes #7083.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
SCI: Added the Atari ST version of Codename: Iceman
|
|
|
|
When splitting strings into several lines to fit on the screen the
original engine could result in lines with one character beyond
the right edge of the screen, which in practice would be drawn
on the next line on its own, aligned to the left (and not centered).
This commits adds a check to avoid this situation. So although
it now behaves slightly differently than the original engine this
is for the better.
|
|
|
|
|
|
The new translation is taken directly from the German manual
of Monkey Island 3.
|
|
|
|
|
|
|
|
|
|
|
|
Without this, buttons would stay highlighted after being un-pressed.
Fixes #7094.
|
|
|
|
|
|
|
|
Here we transition from an animation at end of chapter 5 to another
animation at start of chapter 6. Usually the cursor is hidden when
performing the action that triggers the animation. But here there is
no action to trigger it and the cursor is made visible when starting
a new chapter or entering a room (so between the two animations).
So explicitly hide it at the start of this specific animation (and it gets
shown again when we enter room 102 at the end of the animation).
|
|
|
|
This was a regression from commit fa3d3e3 and this fixes part of
bug #7113 DRASCULA: Serious sprite glitches.
The original uses extraSurface to draw text in draw_abc() in the
Spanish version while other languages use tableSurface. But in
ScummVM this was changed to use tableSurface for all languages.
However this caused an issue in chapter 6 when displaying the
inventory has it is also using tableSurface, as it was for all languages
in the original. While using the same surface works for other
languages, in the Spanish version we get the wrong background in
the inventory.
Rather than revert to using extraSurface for drawing text which is
a big change and impact all the chapters, I have opted to simply
swap the usage of the tableSurface and extraSurface in chapter 6
for the Spanish version compared to the original engine. The
changes therefore only impact chapter 6 and only the Spanish
version. I played the chapter in full to check that it indeed works
without causing adverse effects.
|
|
|