Age | Commit message (Collapse) | Author |
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svn-id: r52511
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svn-id: r52510
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- The exit button now appears and is functional
- The intro movies now play on start up
- Add shortcuts for returning to the menu/playing the intro videos again
- Make the text when hitting a boundary match the original
- Change the wording of the browser button message
- Note: The demo's extras.mhk (not the full game's!) is required now
svn-id: r52509
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now also checking -info- selector, if object is supposed to get freed. Fixes kq4 early hanging (in intro, when opening door, etc.)
svn-id: r52508
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svn-id: r52507
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The MT-32 <-> GM mapping has only been worked on for
SCI0/SCI01 games. Throw a warning when the user
chooses GM in a SCI1 game, and there is no after
market GM support from Sierra for this game
svn-id: r52505
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the game IDs we use
svn-id: r52504
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Sierra has released a patch adding after market General MIDI support for 8 SCI1
games (LSL1, LSL5, Hoyle 3, SQ1, SQ4, Eco1 floppy, Longbow and Fairy Tales). If
the user has selected the General MIDI music driver in one of these games and
no associated MIDI patch is found, show an informational dialog on game startup
in order to inform the user to download Sierra's MIDI patch, together with some
short instructions.
svn-id: r52500
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svn-id: r52499
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svn-id: r52498
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svn-id: r52497
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svn-id: r52496
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- Suppress commented code
- Suppress readConfig() and writeConfig()
- Fix the disappearing mouse issue
svn-id: r52495
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svn-id: r52494
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Add a check on CONFIG.DAT size in order to avoid loading crap into
the _config structure during the initialization of the engine.
The game no longer starts in turbo & mute mode
svn-id: r52493
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Also removed 1 or 2 float operations.
svn-id: r52492
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svn-id: r52491
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"bpr" breakpoint on reading of selectors
"bpw" breakpoint of writing of selectors
"bpx" is now breakpoint on executing of selectors only
svn-id: r52490
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svn-id: r52489
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The fixes a couple scripts which decide to delay through a background video turning into a virtual blocking video.
svn-id: r52488
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This fixes some cursors showing up incorrectly if the cursor moved during ie. a video and then the card changes. Also, remove an unneeded rect check in loadHotspots() that's from the ancient times before script size calculation was fixed and some warnings that don't affect gameplay.
svn-id: r52487
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svn-id: r52486
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svn-id: r52485
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and merge it together with global volume, fixes bug #3053104)
svn-id: r52484
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svn-id: r52483
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It is now possible to trap Gehn in the trap book. Side note: Riven is now completable from the beginning provided you know the D'ni number system already (and the marble puzzle is just hacked to always work).
svn-id: r52482
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It's no longer needed after adding __may_alias__ flag in endian.h.
svn-id: r52481
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This is a better solution for the gcc aliasing problem that happens when aliasing a struct onto something else. What happens is that the compiler assumes no aliasing can happen when -O2 and -O3 are activated, and a call to READ_UINT32() followed by WRITE_UINT32() and another READ_UINT32() will be optimized to return the original read value instead of re-reading.
svn-id: r52480
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fixes odd crash right at the start, although you can't save/restore in jones o_O (fixes bug #3057080)
svn-id: r52479
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svn-id: r52478
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"Battle Cruiser""
svn-id: r52477
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The sliders are now movable and reset properly. The combination defined in the lab journal works on all the domes too.
svn-id: r52476
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svn-id: r52475
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incompatibility with some sierra games. Some games open a new menu, set mouse cursor within that menu and expect the mouse cursor to be in there and will close it, if it's outside. In case of Wiimote/touch interfaces this logic won't work of course. Fixes island of dr. brain and QfG1VGA on Wii and touch-interface platforms
svn-id: r52474
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The problem that caused the crash in BS2 had to do with GCC making improper assumptions about our code. Specifically, the alignment trick we use for READ_UINT32/16 allows some targets(e.g. MIPS) to generate better code, but it also goes against ANSI C aliasing rules, which prohibit the sharing of addresses between a struct and another variable value. Using -fno-strict-aliasing tells GCC not to assume strict ANSI C aliasing and also unfortunately prevents it from making some good optimizations.
This change is probably needed for other platforms as well -- the crash on the PSP was simply a very rare coincidence.
svn-id: r52473
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of ScummVM window. Just don't change actual mouse position
svn-id: r52472
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svn-id: r52471
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svn-id: r52470
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"sci_dither" got removed, "undither" renamed to "sci_undither". Also changed logic for handling "sci_originalsaveload"
svn-id: r52469
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svn-id: r52468
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enable replacement of save/load dialogs per default
add config-var "sci_originalsaveload" for not replacing dialogs
add config-var "sci_dither" for enabling dithering in EGA games
new kDoBresen fix qfg2 walk against wall bug (#3053131) and hoyle3 unreadable dice bug (#3036922)
svn-id: r52467
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which keep changing location in each game
svn-id: r52466
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wastes cycles if we're not debugging the GC
svn-id: r52465
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svn-id: r52464
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svn-id: r52462
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This enables translators to use a different translation for these strings in
1x mode (e.g. 320x200 or 320x240) and in 2x or 3x modes.
svn-id: r52461
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Currently static strings are marked with the _s() macro so that xgettext knows
the string needs to be translated. But there was no way to tell xgettext that
the string could get translated in different contexts. This is the role of this new
macro.
svn-id: r52460
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The TranslationManager in ScummVM will pick up the translation associated
to no context if present and if a translation could not be found for a specific
context. Based on this, the create_translations tool will now remove the
translation associated to a specific context if the same message has the
same translation associated to no context. This generate a smaller
translation.dat file, and this should also slightly improve performances (less
strings to load from the file and smaller list in which to look for a translated
message).
svn-id: r52459
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svn-id: r52458
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svn-id: r52457
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