Age | Commit message (Collapse) | Author |
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svn-id: r53922
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svn-id: r53921
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When such a script patch is found, a dialog pops up at the beginning
of the game, asking the user to remove it. The issues that these
script patches fix have already been fixed in ScummVM, thus these
patches aren't necessary, plus they can lead to crashes, freezes, buggy
behavior and/or unexpected errors, thus it is better if they aren't
used at all, if possible
svn-id: r53920
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svn-id: r53919
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Before the limit was arbitrary. Now we check the proper location on screen and move in increments relative to the size on screen.
svn-id: r53918
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Sometimes we can have an 8bit file for example that has a palette of 16 colors or less, so we need to go by the bit depth rather than inferring the bit depth from the palette size.
svn-id: r53917
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svn-id: r53916
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svn-id: r53915
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svn-id: r53913
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This is to avoid name similarity between KyraEngine::saveGameState(Intern)
and Engine::saveGameState.
svn-id: r53912
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methods by missing a const.)
svn-id: r53911
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svn-id: r53910
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svn-id: r53909
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Fixed problems when the uncompressed is smaller than compressed size
Bug fix sent by Thomas
It also fixes Bug fix #3086004 : "TOON: Lights above WACME doors incorrect"
svn-id: r53908
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- MT-32 Castanets -> GM Claves
- MT-32 OneNoteJam -> GM Celesta
- MT-32 JungleTune -> GM Pan Flute
For PQ3 (from rev #53902, not in the commit description):
- MT-32 Warm Pad -> GM Pad 2 (warm)
Thanks to digitall and waltervn for their help with these
svn-id: r53907
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header file
svn-id: r53906
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svn-id: r53905
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svn-id: r53904
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Also, the dynamic mappings are now checked before the static ones
svn-id: r53903
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- Changed C - style comments in map-mt32-to-gm.h to C++ - style comments
- Added a new dynamic MT-32 -> GM mapping, complementary to the normal one, which can be done on the fly using the new console command "map_instrument"
- The "show_instruments" command has been moved to the music section and now displays the instruments of the game which aren't in the MT32-> GM mapping
svn-id: r53902
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svn-id: r53901
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svn-id: r53900
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All should be renamed to reduce risk of accidental incorrect use.
svn-id: r53899
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svn-id: r53898
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svn-id: r53897
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I also extended the comment for it to show two possible use cases.
svn-id: r53895
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These bugs would cause crashs in MSVC 2008/2010 release builds.
svn-id: r53893
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This implements Max's idea on -devel
("Re: [Scummvm-devel] ATTN Engine authors: Advanced engine features") from
27.10.2010 on 11:12PM CEST.
Unlike the SCUMM implementation it stores the play time as ms instead of s.
The SCUMM engine was adapted to use this instead to reduce code duplication.
svn-id: r53892
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Console::postEnter()
svn-id: r53890
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svn-id: r53889
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svn-id: r53888
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SciEngine::pauseEngineIntern(), Console::preEnter() and Console::postEnter() and added a sanity check in SciEngine::getDebugger()
svn-id: r53886
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Also fix the wrong check that set the time directly to the target time
svn-id: r53885
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svn-id: r53884
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svn-id: r53883
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svn-id: r53882
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- Move loading of game stream to separate function
- Add checks for NULL in functions using _savegame
- Add expected saved size for sound & savepoints
svn-id: r53881
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svn-id: r53880
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Previously, you could get the game into a state where it would think a
key was constantly being pressed. E.g. by pressing 'p' several times
quickly in a row, the game would end in a state where it endlessly
toggled between pause mode and regular mode.
svn-id: r53878
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This should enable use of F-keys in BS25. Most of the KEY_*
constants are not used by the scripts anyway.
svn-id: r53877
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This fixes a crash one got by quitting via the GMM.
svn-id: r53876
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Additionally fixed some NEWS file punctuation.
svn-id: r53874
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Not deallocating it before loading the next image causes fragmentation in memory which eventually prevents big things from being loaded into memory.
svn-id: r53873
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svn-id: r53872
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svn-id: r53869
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This makes AGI quite a bit less noisy by default.
svn-id: r53868
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svn-id: r53867
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When the game was in a close up, cmd_Set_Mouse_Pos was setting
a out-of-window mouse position.
svn-id: r53866
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Used to rescale the knight animation when the knight
is moved around the room in Chapter 2
svn-id: r53865
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svn-id: r53864
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