Age | Commit message (Collapse) | Author |
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Bug #2827022: "DW: Enhanced music doesn't work". This release
has completely different MIDI.DAT file. So far offsets and detection
for this version were added. The mapping has to be confirmed with
James Woodcock.
svn-id: r52323
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device.
svn-id: r52321
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and changing patch code accordingly
svn-id: r52320
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svn-id: r52319
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dialog will not get replaced in sci32, nor in mother goose. Enable by adding "scireplacedialog" inside scummvm section of scummvm.ini file. Note: this feature is experimental
svn-id: r52318
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(works now, if enabled - but music isn't yet paused)
svn-id: r52317
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When failing the protection check, the script of the PC version was writing on purpose everywhere in the memory to hang the computer. This resulted in a crash in Scummvm, fixed by this workaround. (Tested on the 256 Col version french and german)
svn-id: r52316
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svn-id: r52314
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svn-id: r52313
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svn-id: r52311
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svn-id: r52309
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This change means there can now be different translations for the same
english string depending on the context. It is based on gettext msgctxt feature.
There is a new macro _c(msg, ctxt) that should be used instead of _(msg) in
the source code when we want to add a context to the message. For the
moment I have added contexts to only one message ("None") so that I could
test the changes. Context could be added also to get shorter translations when
GUI is in 1x mode.
I have also added back the fuzzy option to msmerge since it is useful when
adding contexts to populate the translations for the new contexts.
svn-id: r52308
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svn-id: r52305
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location
svn-id: r52302
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which is sci1 and sci1.1
fixes bug #3051145
- separating this mother goose from ega and sci2.1
- adding workaround when restoring saved games in these games, games try to calculate restored savedgameid instead of looking it up, we patch this code out and also set the global to the current savedgameid
- adding workaround for scripts checking savedgameid to be below 13 (our savedgameids begin at 100 now)
- changing official range for savedgameids from 1000->1999 to 100->199, otherwise mother goose would have required much larger patches and this range should be fine even if we replace savedgame dialogs later
svn-id: r52301
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svn-id: r52300
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svn-id: r52299
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"SCI: Bug in file read/write operations"
svn-id: r52298
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svn-id: r52297
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svn-id: r52296
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svn-id: r52295
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SQ6 workarounds
svn-id: r52294
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While the sliders cannot move yet, the game now knows if the puzzle is complete and whether you're over a slider or not. Drawing the sliders and moving the sliders will come next.
svn-id: r52292
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and added a FIXME inside kGraphDrawLine
svn-id: r52291
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svn-id: r52290
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svn-id: r52289
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Again, thanks SylvainTV for the debugging efforts
svn-id: r52288
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svn-id: r52287
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Add detection for Spanish, Italian, German and French
svn-id: r52286
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svn-id: r52285
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Until now the parsing was done by the po2c perl script, which
generated a messages.h file. The create_translations executable
had then to be recompiled before being executed. This commit
removes the po2c perl script. The parsing is now directly done by
the create_translations tool.
The parsing has also been extended to support the msgctxt strings.
This is not dumped yet in translations.dat but will be once I have
finished implementing context support for the translations.
svn-id: r52284
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svn-id: r52283
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svn-id: r52282
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debugger. There is no real need to implement kernel debug commands, but since this one maps almost directly to our own "show" debug command, it has been reimplemented (was removed in rev #45310). Normally, there is no real need to implement kernel functions for debug functionality, since there are advanced tools for this purpose nowadays (plus, ScummVM's debugger). Fixes bug #3050616 - "QFG1 EGA: priority/control/view functions crash, debug mode"
svn-id: r52281
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svn-id: r52280
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svn-id: r52277
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svn-id: r52275
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Formerly we did not read the first chunk of MP3 data after seeking. This
resulted in incorrect sound output in the Freddy Pharkas demo when the
sound was compressed with MP3 for example.
svn-id: r52272
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Turns out that stdio is about 30x(!) slower than using the PSP's functions. Very significant optimization.
svn-id: r52271
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svn-id: r52270
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inside the if-statement.
svn-id: r52269
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svn-id: r52268
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Move Fascination specific function to appropriate classes, plus some style modifications
svn-id: r52267
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should hopefully make them run better on different platforms (some platforms dont update on every updateScreen call, so the transitions worked much faster there (e.g. wii) and some other platforms dont have that much power, so transitions were slower on those)
svn-id: r52266
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svn-id: r52265
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looks better, although sierra didn't do that (examples: qfg3 demo/intro)
svn-id: r52264
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svn-id: r52263
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warnings
svn-id: r52262
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svn-id: r52261
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svn-id: r52260
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