Age | Commit message (Collapse) | Author |
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fixes blop not appearing during intro song, because game thought we were too slow (bug #3051514)
svn-id: r52392
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Two instances commented out with a FIXME for Strangerke :P
svn-id: r52391
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svn-id: r52390
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This makes it pass the test added in r52382.
svn-id: r52389
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Original warning: "format not a string literal and no format arguments"
svn-id: r52388
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I was missing a flag (PSP_O_TRUNC) causing the config file to be opened on top of the old file, causing file corruption.
svn-id: r52387
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svn-id: r52386
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svn-id: r52385
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svn-id: r52384
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Now it is suitable for direct copy/pasting into detection tables.
svn-id: r52383
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This test is currently failing.
svn-id: r52382
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fixes fighting the weapon master as well...
svn-id: r52381
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svn-id: r52380
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using a trick for indirectly calling GameObject::init and then restoring, fixes text color/font code issues, also removing all the hackery
svn-id: r52379
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svn-id: r52378
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EOS problem was causing Discworld to crash and zip files not to load on the PSP.
svn-id: r52377
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(Thanks to fuzzie.)
svn-id: r52376
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Bug #3039004: "MANIACNES: Ed does not appear at doorway."
Actually whole thing is a gross hack on top of SCUMM v1.5 hack
with extra wide screen. It all calls for review and writing
specified methods.
svn-id: r52375
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Bug #3032778 was fixed too as it is the duplicate.
Since there is no engine-specific logic, rely on superclass'
setupSoundSettings(), and use it on startup too.
svn-id: r52374
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svn-id: r52373
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svn-id: r52372
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svn-id: r52371
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Bug #3049323: "SCUMM: Detects games in wrong places".
I must admit: A seriously stupid bug.
svn-id: r52370
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Bug #3034370: "Manhunter: New York keyboard unresponsive". Actually
the keyboard was made responsive after June implementation of set.key,
still the game speed was increasing. Fixed that too.
svn-id: r52369
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svn-id: r52368
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It is practically not possible to get rid of those completely
due to rounding errors with 16-bit surface.
svn-id: r52367
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Bug #2828383: "ZAK V2: no inventory keyboard shortcuts".
svn-id: r52366
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svn-id: r52365
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svn-id: r52364
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svn-id: r52363
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in room 320, fixes bug #3037192
svn-id: r52362
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fixes bug #3036756
svn-id: r52361
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Add a comment about a cracked versions of Fascination. The crack used
is based on the original executable's tolerance, it crashes in
Scummvm.
svn-id: r52360
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svn-id: r52359
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This reverses the stereo channels for all sfx streams, meant for
hardware devices which expect an inverse order. Use it for the Wii
and Gamecube port since it's reversed since day one :P
svn-id: r52357
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svn-id: r52355
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svn-id: r52353
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svn-id: r52352
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we are loading pictures very fast, this results in a kPalVary race condition, because sierra set timer to 1 tick, when it was getting called with 0 ticks and required the timer to occur before the transition. Fixes freddy pharkas nighttime being daytime during transitions (bug #3051905)
svn-id: r52351
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svn-id: r52350
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svn-id: r52349
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svn-id: r52348
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This speeds up loading of KYRA3's TLK files by a lot, since only the index
table will be load now. This should help the startup time for KYRA3 when
playing from CD or other slow storages.
svn-id: r52347
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This also reduces the number of seeks done while loading TLK files.
svn-id: r52346
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experimental feature - enable by putting "scireplacedialog=true" inside scummvm section of scummvm.ini
LSL6 currently loses the ability to quicksave, when using the feature. Although i don't see it as a huge loss. That way it's now possible to save to up to 100 slots instead of just 20.
svn-id: r52345
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Fixes the Longbow demo
svn-id: r52344
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vocabulary), since they're used inside kDoBresen()
svn-id: r52343
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also removing some previous code, because it wont work that way
svn-id: r52342
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svn-id: r52341
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svn-id: r52340
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