Age | Commit message (Collapse) | Author |
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Fixes a missing message error in floppy version. bug #10782
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have a "safe area"
iOS 12 drops support for libstdc++, so the project needs to be compiled explicitly using libc++.
Support the "safe area" when redrawing the view to leave space for the notch in portrait and
landscape orientations.
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Implement dummy SPECIALSHOW command (skip puzzle).
Fix NEWROOM command parsing.
Fix use action on inventory items.
Fix interaction with certain doors.
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displayed overlapping)
It seems that I broke this after 1.5.0 in 2013 when adding support for the FM-Towns version.
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This is a followup to the fix for bug #10665 (Urbish mines lobster having an invalid sound track number and causing invalid memory access).
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Add implicit pick up action for certain statics.
Respect disabled implicit walk action for doors.
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Fixes ego speed bugs in the original game, bug #10780
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Introduce game screen and game widget.
Add status bar to show currently hovered and picked items.
Load hardcoded strings from game executable.
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Properly fixes bug #10766.
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This is required in PINK engine for danish localization as per
Trac bug #10708.
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This occurs because of an out of buffer access when trying to play the
monster sound effect.
This is bug Trac #10665.
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Correct a regression introduced in 7557f17ed2 which caused the Dreamcast
to hang at the license screen when running SCUMMVM.BIN from a CD.
7557f17ed2 fixed configure's feature detection by moving crt0.o from
LDFLAGS to LIBS, but that changed the linking order resulting in the
start symbol from crt0 being located at an address other than
0x8c010000. ELF binaries loaded over serial or TCP/IP were unaffected
(presumably because the loaders use the start address from the ELF
header instead of a fixed address) which is probably why this went
unnoticed.
This commit corrects the link order by moving crt0 back into LDFLAGS and
adds "-lronin -lm" to LDFLAGS to ensure that configure checks continue
to work.
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Remove $LDFLAGS and $CXXFLAGS from cc_check call in translation support
check. Both variables are redundant because they are already expanded
in cc_check, and expanding LDFLAGS twice causes duplicate symbol errors
for targets that include crt0.o in LDFLAGS.
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Requested in enhancement #10713
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This feature can be used for the Windows version of KQ7, as well as
PQ:SWAT
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Fixes lockup in original game, bug #10767
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Fixes missing points in english pc floppy version, bug #10763
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The array used for the trap machine's messages outside Dr. Cranium's
lab is set correctly now. Fixes bug #10766.
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Fixes 20+ lockups in the original game, bug #10733
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This game uses an external DLL, PENGIN16.DLL, which is invoked via
kWinDLL. We need to reverse the logic in PENGIN16.DLL and call it
directly, in order to get this game to work properly. Until then, this
game entry will be disabled.
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It's the only game included, so there's no point showing the game
selection menu in this case. This follows the behavior of the original
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Fixes a persistence bug in original game
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Uninitialized param1 read when showing iconbar with inventory item
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It was already possible to override the stretch mode per game
in the options dialog, but this was ignored when starting the
game from the launcher due to this bug.
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Fixes bug #10761
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Fixes wrong and missing messages in DOS version
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Warning: breaks compatibility with previous savefiles.
They were mostly broken anyway, locking any NPC who
waited for kActionEndSound when savefile was created.
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If Cath stands near the beginning or the end of a car,
looks at a door, and a NPC opens this door,
the volume of train noise is temporarily raised.
Controlled by variables SoundManager::_data{0,1,2},
renamed to be not so mysterious.
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The English version has both DOS and Windows datafile versions,
but localized variants of GK1 are DOS only, so this is not a valid
entry.
This entry has duplicate detection checksums to the equivalent
DOS entry and was originally added as a workaround which should now not
be necessary.
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This is mainly to aid investigation of bug Trac #6310.
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The _gfxScreen instance is nullptr for SCI32 games, thus this console
command previously caused a segfault.
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On iOS12 at least, the rotation did not force the keyboard to hide. This
fix will force it to be retracted in landscape and restored when
rotating back to the portrait position.
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Loading from the GMM during the prolog resulted in the mouse cursor
getting stuck hidden and possibly other game state issues, so best to
disable loading in these cases as already was done for saving.
This fixes bug Trac #10746.
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Refactoring, no changes in behaviour.
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