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2015-09-08MORTEVIELLE: Fix a couple of crashes occurring in the alternate DOS versionStrangerke
2015-09-07MORTEVIELLE: Use engine data file for french version without menufr.morThierry Crozat
2015-09-07DEVTOOLS: Include french menu in mort.datThierry Crozat
2015-09-06SHERLOCK: 3DO: Hook up Save/Load buttons to ScummVM's dialogsPaul Gilbert
2015-09-06SHERLOCK: 3DO: Fix display of user interfacePaul Gilbert
2015-09-06SHERLOCK: 3DO: Use better RGB conversionPaul Gilbert
2015-09-06SHERLOCK: 3DO: Set up RGB color constants for 3DOPaul Gilbert
2015-09-06SHERLOCK: 3DO: Fix Settings buttonPaul Gilbert
2015-09-06I18N: Add missing files in list of files to parse. Regenerate translation files.Pawel Kolodziejski
2015-09-04SCUMM: Do not reverse stereo for digital iMuse soundsMatthew Hoops
2015-09-03SHERLOCK: RT: Keep journal buttons disabled when searchingPaul Gilbert
2015-09-03SHERLOCK: RT: Fix searching and displaying matchesPaul Gilbert
2015-09-02GOB: Make the currently playing CD track all-uppercaseSven Hesse
This is what the original game does too, and the scripts query for all-uppercase CD track names. Interestingly, this being wrong has been mostly inconsequential. It does, however, manifest in one bug in the underwater wreck level of Gobliins 2. After calling the Moray Eel by lighting the lamp with Winkle, speaking to said eel has the scripts wait for the currently playing background track to end before playing the voice lines, instead of ending the audio track forcefully. The track is only about a minute long, so it's "only" annoying, not a game-stopper. The scripts also try to compare the CD track name with some different, all-uppercase names, so this is possibly relevant in some other places as well. No such bug report exists at the moment, though. See also the forum post with the bug report: http://forums.scummvm.org/viewtopic.php?p=81733#81733 A somewhat related bug report is #2999 "GOB2 : Moray Eel Game Freeze (Wreck Scene)" (<http://sourceforge.net/p/scummvm/bugs/2999/>). At that time, the script expression parser still did a stricmp for the NEQ expression (which is wrong), and that made the bug not trigger. Commit 5c58b9a3a4a8848474aba18c02c0da997fb138a2, which fixed that incorrect NEQ behaviour, then made this bug here appear.
2015-09-01SHERLOCK: RT: Fix entering search terms in the journalPaul Gilbert
2015-08-31SHERLOCK: Fix crash when loading games from launcherPaul Gilbert
2015-08-31SHERLOCK: Add missing events.getKey() when checking for "pending D keys"Torbjörn Andersson
This is consistent with what happens when checking for "pending U keys", so I think it's correct, but the Scalpel keyboard handling doesn't work very well at the moment anyway. Probably at least partly because of the way it mixes char and Common::KeyCode. I haven't been able to wrap my head around it...
2015-08-30AUDIO: Mark the old Codec class as deprecatedMatthew Hoops
Once QuickTime audio edits are rewritten to use PacketizedAudioStream, we can remove this class.
2015-08-30VIDEO: Switch to all packetized streams for AVIMatthew Hoops
ZVision does not currently, but that's OK
2015-08-30AUDIO: Add a NullAudioStream for streams that are dead-on-arrivalMatthew Hoops
2015-08-30AUDIO: Add a packetized version of ADPCM streamsMatthew Hoops
2015-08-30AUDIO: Add a packetized version of the PCM streamMatthew Hoops
2015-08-30AUDIO: Add a class to easily make stateless PacketizedAudioStreamsMatthew Hoops
2015-08-30VIDEO: Add support for MP3 in AVIMatthew Hoops
2015-08-30ZVISION: Cleanup the AVI decoder subclassMatthew Hoops
2015-08-30VIDEO: Switch MPEG-PS audio code to use the packetized MP3 codeMatthew Hoops
2015-08-30AUDIO: Implement a packetized version of MP3Matthew Hoops
2015-08-30AUDIO: Add an AudioStream subclass for packetized audioMatthew Hoops
2015-08-30AUDIO: Split the seeking MP3 class from the base decoding streamMatthew Hoops
2015-08-30AUDIO: Make Rewindable- and SeekableAudioStream inherit virtuallyMatthew Hoops
2015-08-30SHERLOCK: SS: Make _frameRate unsigned to fix GCC warningsPaul Gilbert
2015-08-30SHERLOCK: SS: Fix speed of intro sequencePaul Gilbert
2015-08-30SHERLOCK: Syntax fixesPaul Gilbert
2015-08-30DEBUGGER: Add clarifying commentTorbjörn Andersson
2015-08-30SHERLOCK: Add "listfiles" debugger commandTorbjörn Andersson
To make it easier to use the "dumpfile" command. There is little- to-no sanity checking in this one...
2015-08-29SHERLOCK: RT: Don't check for gameplay keys when entering copy protectionPaul Gilbert
2015-08-29SHERLOCK: RT: Fix crash visiting Lawton's house after he's fledPaul Gilbert
2015-08-30SHERLOCK: Finish implementation of song / songs debugger commandsTorbjörn Andersson
This adds support for Rose Tattoo and 3DO version of Serrated Scalpel.
2015-08-29SHERLOCK: RT: Fix resetting cursor after buying coffee from GreengrocerPaul Gilbert
2015-08-29SHERLOCK: RT: Reset each person _resetNPCPath when starting a scriptPaul Gilbert
2015-08-29SHERLOCK: RT: Replace constant with it's proper enum valuePaul Gilbert
2015-08-29SHERLOCK: Fix comment typosTorbjörn Andersson
2015-08-29SHERLOCK: Rework the "song" debugger commandTorbjörn Andersson
Instead of taking a room number (which didn't work in Rose Tattoo), it now takes a song name. To see which songs are available, use the "songs" command. Note that this is still only works for Serrated Scalpel, since I haven't implemented getting a list of available songs for Rose Tattoo. I need to study the resource manager a bit first...
2015-08-29DEBUGGER: Add function for printing a StringArray in columnsTorbjörn Andersson
2015-08-29SHERLOCK: RT: Fix playing music when displaying the mapPaul Gilbert
2015-08-29SHERLOCK: RT: Add extra delay after showing scene image in the mapPaul Gilbert
The original relied on the delay loading the resources for the scene to show the image for a few seconds, but since scene loading is so much faster now, introduce an extra delay to keep it briefly on-screen
2015-08-29SHERLOCK: RT: Fix redundant extra wait after talking to LLoyd JonesPaul Gilbert
2015-08-28SHERLOCK: RT: Workaround for monkey cap cutscene ending too quicklyPaul Gilbert
Somewhat unusually, the cutscene for the monkey stealing Hodgkins cap (wilb29a.tlk) is ended immediately after they both run off-screen, but the characters aren't properly marked as hidden until several seconds later when another script, 30cuend, is called. If a user saved the game really quickly before 30cuend is fired, it can leave the game in an in-consistent state. This commit fixes that by forcing the WAIT cursor to remain active until 30cuend has executed.
2015-08-28SHERLOCK: RT: Enforce wait cursor when pausing without control in scriptsPaul Gilbert
2015-08-27SHERLOCK: RT: Reset _npcIndex when loading savegamePaul Gilbert
2015-08-27SHERLOCK: RT: Fix previous commit, and make talkTo virtualPaul Gilbert