Age | Commit message (Collapse) | Author |
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Adds workarounds for odd detours during entry, bugs #10857, #10858
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Changes in devtools/module.mk were reverted
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quoteSpreadsheetCreator exports dev commentary and some optional speech audio from SFX.MIX
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Now we should specify target encoding per used font
If an encoding is not specified in configureFontsTraslation.txt, the default is used
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Blade Runner uses IBM437 encoding for its TRx resources
This covers the ENG, FRA, DEU, ITA and ESP versions.
The ERRORMSG.TRx use different encoding (Latin-1) but with a few bugs (a few character encoded with IBM437)
More work would probably be required for the RUS version.
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In Spanish version the 'Designers Cut' translated option overlapped with Subtitles option
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All game language versions have the English VQA for the logo videos
Do not append the localization suffix to those two, but use the '_E' suffix instead.
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mixResourceCreator now additionally supports ITA, FRA, ESP, GER
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All scripts got better info and debug messages.
Also improved the --trace switch for all scripts and fixed some code formatting issues.
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Also a small fix for the help mode of quoteSpreadsheetCreator tool
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Versions supported are English, German, French, Italian and Spanish
More work would be required for Russian versions to be supported by the spreadsheet creator.
I don't have access to the Russian version that ScummVM currently supports/in the detection table.
Current implementation could be improved (to do away with all the if clauses for the glyph "exceptions")
but this is not high priority.
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Requiring python to be in env variables
This should be more portable (there's an error message if the python in env is not 2.7)
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And minor readme update
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Also fixed broken modes for fontCreator and quotesSpreadsheetCreator scripts
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Updated documentation and fixed broken font export mode for fontCreator.py
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Also added missing (renamed) script for MIX packer
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add make rules for output FON and MIX files
Create wrappers for all scripts to check for python 2.7
update module.mk to create FON file, then create the SUBTITLES.MIX file
Remove the intermediate TRE files.
Input is expected to be in sampleInput folder
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The prior code was based on the Frotz decoder, which was partially
written in PC assembly, so was hard to represent. This new version
uses code from the ztools pix2gif code
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Trivially revises comments and var names for consistency.
Changes hardcoded selector bytes to macros.
Confirms early patches against editions not tested at the time.
Combines two TRAP array patches (commits 6c44106, aceb528) into one.
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Restarting was only supported in QfG4, GK1 and PQ4. Those three used
makeshift script code. The kernel call was stubbed out in SSCI as
well. Fixes bug #10681.
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It's not very useful. However this is mostly to test the theory that the
build failure we've been experiencing in
engines/scumm/he/logic/football.cpp with the osx builder on buildbot is
related to the size of the intermediary assembly source file.
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As I implement further code for Zork Zero, I'm becoming convinced
that all of the windows 2+ are for graphics. A complication arose,
though, that z_draw_picture doesn't have a window number specified.
So creating Glk picture windows for each virtual window was
somewhat redundant. The scheme I'm now going to move forward with
is having a single picture wndow cover the entire screen in v6 mode,
and the upper and lower panes on top of that. All other windows
will not get an accompanying Glk window, and instead I'm caching all
the window properties locally on the Frotz Window class, so that
they can act like the simple placeholders I think they're intended as
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This started out as a typo fix. :-)
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