Age | Commit message (Collapse) | Author |
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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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Currently translated at 100.0% (1000 of 1000 strings)
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Now it works just like in the original game,
including fading where it is applicable
(e.g. in a passengers list if closing the list while a sound is playing).
By the way, p2s sequence is known as http://oeis.org/A000265 ,
p1s is 4 - A007814, and p2s[i]/2**p1s[i] is just i/16.
It is time to get rid of these arrays.
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Currently translated at 100.0% (1000 of 1000 strings)
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Not very obvious, but noticeable e.g. when knocking on harem doors.
I suppose this is the problem that wiki describes
as "improper triggering of actions on sound end".
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This is replaced by the global "all" option for debugflags and defining
this triggers a warning about the conflict at runtime.
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The SoundFlag type is an enumeration which have a default underlying
type of unsigned int in most case.
Thus comparing this to -1 causes a compiler warning. Since the default
entity sound flag type is 0xFFFF... which is equivalent to -1, then
replacing this with the correct enum symbol fixes the issue and should
result in the correct behaviour. Examination of the resulting code line
seems to confirm that this is the correct expected logic.
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The backend runs its own sound thread anyway,
with the corresponding bookkeeping that we use.
We don't need yet another sound thread,
and it is always nice to not have something
that could change our structures from underneath us.
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SoundEntry::play() calls StreamedSound::setFilterId(),
StreamSound::setFilterId() requires the underlying reference to be alive.
SoundQueue::handleTimer() checks that the stream is still alive
by calling SoundEntry::isFinished(). However, if the stream is finalized
just between calls to SoundEntry::isFinished() and SoundEntry::play(),
the sound mixer frees the stream leading to use-after-free in setFilterId().
Turn off the automatical disposing, delete the stream in SoundEntry::~SoundEntry().
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