Age | Commit message (Collapse) | Author |
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Currently translated at 100.0% (1000 of 1000 strings)
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Currently translated at 100.0% (1000 of 1000 strings)
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Scaling works correctly with the Windows variant, which uses AVI files,
but the DOS variant uses Robot videos, and the way scaling is done
there is different, and is not working yet with KQ7 DOS. Nonetheless,
both versions are included in the game, so it's not a major issue.
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Fixes Trac#10675.
Previously, the credits ended as soon as the last row was shown
of the final credits image.
Now some more black rows (empty rows) are shown and finally a few
seconds of black. I set it to 8 seconds of wait beyond where
the credits where previously stopping.
In order to do this updateCredits was enhanced to work past the end
of the last credits image (and just keep adding empty rows).
The original game shows a black screen for a longer period than this.
The credit image numbers are turned into enums.
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Currently translated at 100.0% (998 of 998 strings)
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identical in both branches
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Warning: The save format is subject to change.
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Fixes a reference to an uninitialized variable after Ad Avis catches you - bug #10694
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The derived collections include Hoyle Children's Collection and Hoyle
Bridge. Each collection includes a subset of the games in the full
version, Hoyle Classic Games
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Currently translated at 100.0% (998 of 998 strings)
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Previously objects with IDs beyond the defined number of objects were not accessible to IfCommand and ChangeObjectCommand. For example, this would cause script errors inside Fisher's house.
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An active static overlapped by an inactive static with lower ID was not interactable. For example, this affected the scene with the sawfish, where the machine in the closet would be blocked by the closet itself.
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Currently translated at 100.0% (998 of 998 strings)
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Currently translated at 100.0% (998 of 998 strings)
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We make a renamed copy of the three license files with non-standard
suffixes, to make them open in TextEdit by default.
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The local documents are not currently internationalised simply
because the internationalised resources are not put into the right
places (NSBundle will handle this automatically when they are);
Trac#10464 is a tracking bug for this outstanding issue.
Fixes Trac#10437.
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Fixes bug #10137
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Fixes bug #10421
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Fixes bug #10412
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Because scumm_strdup(), unlike strdup(), allocates strings with
new, not malloc(). (CID 1395228, 1395233, 1395235, 1395236)
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This fixes colour fringing on keyed cursors when using filtering.
Fixes Trac#10594.
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C++ math functions are overloaded so operate using single-precision
when receiving a float input. The C standard library on FreeMiNT
does not fully support C99 math so use of sqrtf, sinf, etc.
instead of the C++ API does not work.
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C++ sqrt is overloaded so operates using single-precision when
receiving a float input. The C standard library on FreeMiNT does
not fully support C99 math so use of sqrtf instead of sqrt(float)
does not work.
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Checked the logic against the original game
(to be precise, DOS English version from GOG, although I think
AI logic has no significant differences with other versions).
Fixed a *lot* of errors with varying visibility for the user.
Also, save+exit+load sometimes resulted in memory corruption like
((EntityParametersSSII*)(new EntityParametersIIII))->param8 = 0;
load operation did not restore the correct type of NPC logic context,
the default one was used (which also has the smallest sizeof).
Should be fixed now. Save+load is still unusable because it locks
everybody waiting for kActionEndSound (the sound state is not restored),
but, at least, it should not corrupt the memory. Hopefully.
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