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2017-10-06MACOSX: Change name for CoreAudio MIDI deviceThierry Crozat
Also remove a couple of TODOs. I think we can limit the CoreAudio plugin to the Apple DLS softsynth since with have the CoreMidi plugin to access other MIDI devices.
2017-10-06MACOSX: Allow selecting device for CoreMidiThierry Crozat
2017-10-04SCI: Set default MT-32 reverb before each soundRuud Klaver
Set the default reverb configuration present in either the MT-32 patch data or MT32.DRV of SCI0 games before playing each sound, as a previously played sound may have changed it. Also, do not perform a general reverb init, since the start of a sound will do that now. Closes gh-1023.
2017-10-04SCI: Play MIDI version of SCI0 sound resource if user prefers itRuud Klaver
If the user has "Prefer digital sound effects" disabled for a SCI0 game, do not play the digital sample version of a sound resource, if such data is present. When the resource has only digital sample data and no MIDI information, play the sample instead. Closes gh-1022.
2017-10-04TITANIC: DE: Fix animations changing seasons in ArboretumPaul Gilbert
2017-10-04TITANIC: DE: Translations for music room musicPaul Gilbert
2017-10-04SCI32: Speed up memory check counter in lighthouse in LighthouseColin Snover
2017-10-04SCI32: Give more specific game version numbersColin Snover
2017-10-04SCI: Fix disassembly of 32-bit addressesColin Snover
2017-10-03TITANIC: DE: Fix sound for music room pitch slidersPaul Gilbert
2017-10-03TITANIC: Fix cursor when in MissiveOMat when Conversations tab activePaul Gilbert
2017-10-03TITANIC: DE: Fix positioning of PET tab namesPaul Gilbert
2017-10-03TITANIC: DE: Fix color of text in PET Translation tab textPaul Gilbert
2017-10-03TITANIC: DE: Fix horizontal placement of PET mode buttonsPaul Gilbert
2017-10-04I18N: Update translations templatesThierry Crozat
2017-10-03SCI32: Fix audio dumper decompressed size calculation for 16-bit audioColin Snover
2017-10-03SCI32: Restore gameplay time in RAMAColin Snover
This will cause non-linear time shifts in the system timer that the game's custom save logic may not expect, but in initial testing the game doesn't seem to care about this. Fixes Trac#10259.
2017-10-03DEVTOOLS: Add theoradec support to Xcode create_projectColin Snover
2017-10-03TITANIC: DE: Fix dimensions of text area in PET Translation tabPaul Gilbert
2017-10-02SCI32: Always sort kernel-generated screen items above script-generated ↵Colin Snover
screen items in last-ditch sort Fixes Trac#10257. Fixes Trac#10261.
2017-10-02TITANIC: DE: Allow for two lines in PET Rooms tab tooltipsPaul Gilbert
2017-10-02TITANIC: DE: Translation for .avi files directly referred toPaul Gilbert
2017-10-02TITANIC: DE: Fix perched parrot animationsPaul Gilbert
2017-10-02TITANIC: Work around loading savegame when Marcinta is activePaul Gilbert
Loading a savegame directly from the launcher or Continue dialog when Marcinta is active shows her as inactive in the original, but still allows you to talk to her. To fix the inconsistency, now when this occurs, it will also reset the active NPC back to none.
2017-10-02TITANIC: DE: Correctly play back entire 1st class upgrade speechPaul Gilbert
2017-10-02TITANIC: DE: Fix upgrading to 1st classPaul Gilbert
2017-10-02CONFIGURE: Add ogg after libraries that might depend on it in the link commandThierry Crozat
This will hopefully fix compilation with mingw when using static libraries.
2017-10-02CONFIGURE: Add proper detection for liboggCameron Cawley
2017-10-01SCI32: Fix missing transparency in RAMA title screenColin Snover
2017-10-01RISCOS: Add RISC OS filesystemCameron Cawley
2017-09-30SCI32: Add detection for SQ6 demo (from Sneak Peeks 2 CD)Martin Kiewitz
2017-09-30SCI32: Fix crash when dying in RAMAColin Snover
As it turns out, autorama.sg *is* actually used sometimes. Fixes Trac#10253.
2017-09-30SCI32: Stop trying to clean up uninitialized VMDsColin Snover
Fixes Trac#10252.
2017-09-30COMMON: Add standard data method to Common::ArrayColin Snover
This matches the C++11 std::vector method of the same name, and replaces usage of taking the address of the first element of an array by &array[0] or &array.front() or &*array.begin(). The data method is better than these usages because it can be used even when the array is empty.
2017-09-30COMMON: Add standard count & count+copy array constructorsColin Snover
These are additions to match C++11 std::vector common init patterns, to make Common::Array cover more common use cases where C-style arrays are currently used (and should not be).
2017-09-30IOS: Improve iOS 11 compatibilityVincent Bénony
2017-09-30SCI: Fix printing of super calls on clones in debuggerColin Snover
2017-09-30SCI32: Fix support for RAMA demoColin Snover
Fixes Trac#10251.
2017-09-29SCI32: Fix extremely broken patch for RAMA RESOURCE.SFXColin Snover
Obviously, games other than RAMA need to have sound effects volumes.
2017-09-29NEWS: Add new SCI32 games to NEWS and READMEColin Snover
2017-09-29SCI32: Improve RESOURCE.SFX fallback for RAMAColin Snover
Since Datafiles says to rename any RESOURCE.SFX to RESSFX.00n, and there is only a RESOURCE.SFX on CD 1, don't confuse users by failing to use RESSFX.001 for CD2 and CD3.
2017-09-29TITANIC: Fix leaks in CGameState _movieListPaul Gilbert
2017-09-30I18N: Update translations templatesThierry Crozat
2017-09-29SCI32: Promote Lighthouse and RAMA to ADGF_TESTINGColin Snover
2017-09-29SCI32: Clean up unused kBitmap code/subopsColin Snover
2017-09-29SCI32: Fix bad text rendering in RAMAColin Snover
In SCI3, Sierra removed the ability of the main renderer to automatically scale CelObjs with different source resolutions. Instead, in SCI3, all CelObjs are treated as having the same resolution as the screen (i.e. 640x480). In all SCI3 games other than RAMA, keeping the code paths for resolution-dependent scaling is not a problem because all the assets and game code are correctly designed to use the same 640x480 resolution throughout. RAMA, on the other hand, was written with the text subsystem set to a resolution of 630x450 (Phant1's screen resolution), and in SSCI, resolution-dependent scaling code was not removed from the *text* subsystem. As a result, RAMA's game scripts rely on the slightly larger scaled dimensions coming out of the text system when determining the size of screen items for rendering, and then also rely on the main renderer ignoring the 630x450 resolution baked into the bitmaps generated by the text subsystem when drawing them to the screen.
2017-09-29DEVTOOLS: Add German bot quote lists to create_titanicPaul Gilbert
2017-09-29GUI: Fix memory leak with empty debugger inputWillem Jan Palenstijn
2017-09-29GUI: Fix crash after empty debugger commandWillem Jan Palenstijn
2017-09-29DEVTOOLS: Added German bot word lists to create_titanicPaul Gilbert