Age | Commit message (Collapse) | Author |
|
Currently translated at 98.9% (1072 of 1083 strings)
|
|
With keyDown events some parts of the game feels more responsive.
This wasn't working before because of a issue in SDL library.
Also added ability to skip talking with ESC key.
|
|
* BLADERUNNER: Skip movies on keydown not keyup
* BLADERUNNER: Filter out key-repeats when skipping movies
|
|
Should be set or cleared only when McCoy is the actor who is walking and affect only McCoy
|
|
* BLADERUNNER: Skip videos with Esc key only
Previously any keyup event skipped the intro videos (including Shift)
* BLADERUNNER: Also skip movies with Return
Alt-Return toggles fullscreen so we also make sure there's no modifiers
|
|
This is in CT01 (restored content). Uses kVariableGenericWalkerConfig which was previously largely unused.
|
|
|
|
|
|
OpenGL works when enabled from the start in scummvm.ini,
when ScummVM is compiled with latest Switch toolchain packages.
It only crashes when switching between SDL modes and OpenGL while
ScummVM is running.
|
|
GLES2 crashes when switching between SDL2 graphics and OpenGL
graphics. This is a known problem on the platform due to the
implementation of GLES2, it crashes on de-init.
|
|
* TRAVIS: Don't build with gcc on Mac OS X
gcc on Mac OS X is just a frontend for LLVM.
* TRAVIS: Fix building with clang on Linux
|
|
Closes #10987
|
|
|
|
|
|
|
|
I haven't found an elegant and non-intrusive way to squeeze SCI0 support into LordHoto's existing code. The drivers are too different. So I made some rearrangements. The basic mechanisms of LordHoto's SCI1 code should remain the same as before, though. I only introduced some more classes, moved some code into these classes and renamed some things (mainly for myself, so as not to get confused).
I fixed two voice mapping bugs in the existing driver code. The first bug in bindVocies() effectively hindered the driver from playing anything at all when the CMS_DISABLE_VOICE_MAPPING #define wasn't set (_voice[i].channel == 0xFF instead of _voice[i].channel != 0xFF). The second bug in unbindVoices() was not a complete show stopper, but the function simply did not "unbind the voice". The line which does the actual removal of the channel assignment was missing.
The SCI0 driver portions have been tested with: PQ2, KQ4, LSL3, QFG1, ICE and COC.
SCI_0_EARLY versions apparently don't support the CMS. At least I haven't seen a driver file so far. And there seems to be no no instrument patch resource. Although the latter issue needn't necessarily be one, since the patch data array in the driver is actually preset with data (which gets overwritten as soon as a patch file is loaded). Maybe this would work for SCI_0_EARLY. However, I haven't tested this, since I really would have have a look at a driver file first if one actually exists. For now, I have limited the driver to SCI_0_LATE.
SCI1 has been tested with KQ5 and LSL5 (not extensively, just to see whether anything got broken and whether my voice mapping fixes work).
|
|
(somewhat difficult to make out any difference, but it does affect the envelope processing)
|
|
Conflicts:
engines/sci/engine/script_patches.cpp
|
|
|
|
Fixes bugs #10835, #10844, #10989
|
|
|
|
Paula low-pass filtering, as implemented by UAE.
The Amiga has two filtering circuits: a static RC filter
(only) on the A500, and an LED filter that can be enabled
or disabled dynamically.
By default, the Paula now doesn't apply the static RC
filter, but allows for enabling the LED filter (with
setAudioFilter()).
NOTE: At the moment, this code still uses floating point
arithmetics! It also calls tan() three times per
instantiation.
|
|
|
|
|
|
|
|
Carol Reed 4 was published in Russia by "Cd Navigator":
http://www.cdnavigator.ru/Game.aspx?id=184
|
|
Currently translated at 100.0% (1083 of 1083 strings)
|
|
Currently translated at 74.0% (802 of 1083 strings)
|
|
Currently translated at 100.0% (1083 of 1083 strings)
|
|
Currently translated at 99.6% (1079 of 1083 strings)
|
|
|
|
Currently translated at 74.9% (803 of 1072 strings)
|
|
Currently translated at 100.0% (1072 of 1072 strings)
|
|
Currently translated at 99.3% (1065 of 1072 strings)
|
|
|
|
|
|
|
|
|
|
This keeps the project UUIDs consistent between regenerations,
avoiding excessive workspace reloads.
|
|
|
|
This was causing unnecessary delay for actors scripts after subsequent
reloads.
|
|
|
|
It's hard to believe, but this fixes bug "#10432" WME Carol Reed
Mysteries hint system not working.
Carol Reed hint system happen to heavily use line.Split(";") results,
which were wrong by 1 byte (delimeter was appended to result while it
shouldn't be).
I started with decompiling Carol Reed source code, reproducing issue
with a stand-alone test project (which worked with WME and showed [null]
with ScummVM). then minimized it to a minimal testcase:
var line = new String("New Goal;Visit Christina at the Art
Museum;1;0;S;;");
var ar = line.Split(";");
if((ar[0] == "New Goal")) { var g = ar[1]; }
|
|
|
|
|
|
|
|
When a game sets camera position with aimCamera, the background should
move together with all the objects above it.
|
|
The check was inverted - it failed when everything was alright and
succeded on error...
|
|
|
|
|