Age | Commit message (Collapse) | Author |
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svn-id: r55301
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svn-id: r55300
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svn-id: r55299
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Add an quick hack to fudge reading of the "voice.inf" file,
so that the voice match the selected text language.
svn-id: r55298
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svn-id: r55297
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svn-id: r55296
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The scripts seem to depend on var32_236 to be cleared at the
start of each new script file.
svn-id: r55295
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svn-id: r55294
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Makes the "Try again" after a death work
svn-id: r55293
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- Fix description of Penelope lying (when using mouse)
- Use H3 Win logic in order to handle horizon
- Add a workaround for a data bug in scenery1.dat, fixing the
pathfinding bug in Crash screen
svn-id: r55292
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Modify debug level for 2 debug messages,
Suppress obsolete comments,
Fix typo in comment
svn-id: r55291
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svn-id: r55290
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svn-id: r55289
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svn-id: r55288
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svn-id: r55287
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Thanks to SylvainTV :)
svn-id: r55286
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...And not to the video's. Oops :P
svn-id: r55285
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svn-id: r55284
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Fixes the blockiness and apparent color shifting in some Urban Runner menu icons.
svn-id: r55283
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svn-id: r55282
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Walking now works correctly, with no valgrind issues, lockups or assertions.
svn-id: r55281
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svn-id: r55280
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* Renamed and retyped "int _fieldC" to "bool _stillWalkingTowardsNode" to aid readability and clarity of code. Thanks to fuzzie for naming.
* Added assertion to prevent use of invalid memory as reported by Valgrind when walk point p is constructed from an empty list.
* Added code to stop walk if buildPath fails, though this causes an assertion instead currently.
svn-id: r55279
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svn-id: r55278
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Since Urban Runner casts int16s to uint32 before pushing them onto the
stack and after popping assumes it's little endian, we have explicitely
preserve the variable space endianness while pushing/popping.
svn-id: r55277
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Fixes Urban Runner loading.
This being broken has the potential of messing up
/everything/ in unpredictable ways, so saves of games using
this opcode may be borked. Thankfully, I *think* it's just
Urban Runner, which isn't working/supported yet anyway.
svn-id: r55276
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svn-id: r55275
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svn-id: r55274
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svn-id: r55273
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svn-id: r55272
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svn-id: r55271
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svn-id: r55270
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svn-id: r55269
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svn-id: r55268
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r49786 introduced a regression which made the game options menu set the
game language to "zh-cn" in case "<default>" was selected. Also in case no
language key was present in the game's config domain no text was shown at all,
now it shows "<default>" in that case again.
svn-id: r55267
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This is done by adding the "SDL_BACKEND" define to x64 MSVC project files, otherwise linker errors would occur, since certain SDL code would not get compiled.
svn-id: r55266
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svn-id: r55265
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svn-id: r55264
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svn-id: r55263
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To allow the videoplayer (and ultimatively the demoplayer)
to switch color modes if necessary.
svn-id: r55262
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To change ScummVM's color mode on-the-fly
svn-id: r55261
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To allow converting the surface's bytes per pixel
without destroying it first.
svn-id: r55260
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To query the video's color mode and notifying the decoder that
the system's color mode changed.
svn-id: r55259
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svn-id: r55258
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svn-id: r55257
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This is the same fix as the one in r54429 for the MIDI parser of the SCI engine, based
on patch #3116608. Probably fixes (or is indirectly related to) bugs #2825928 (for
MADE), #2948281 (for SAGA), #2797283 (for tinsel), #2016549 (for SCUMM) and #2138118
(for kyra), as these engines are all using the MidiParser class internally.
svn-id: r55256
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In the other cases I've found in the code, the colour components are
stored in the order B, G, R and A. Assume that's the case here too. I
hope that is correct. It doesn't seem to break anything obvious.
svn-id: r55255
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- Plugged 2 memory leaks in the SCI0 menu code (the lists of menu and submenu entries)
- Got rid of the _listCount variable
svn-id: r55254
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svn-id: r55253
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svn-id: r55252
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