Age | Commit message (Collapse) | Author |
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McCoy should now always be able to gather enough clues to trigger Zuben throwing the soup (via the VK test question if he does not have the Lucy photo clue).
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Add support for reinitializing the mac icon bar when restarting.
Restarting runs the game's init script which calls KPlatform again.
Prior to this, restarting these games would fail an assertion.
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Fixes several game-breaking script bugs in the bike dodging scenes
that were exposed in the CD version by slowing down the bikes.
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Removed bell on enemy reveal, brought back original special targets
Also reverted to original fast targets even though they are probably unfair. And commented out the score subtitle.
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Max achievable score is verified 80 as it should be if all targets were normal
Since there are special targets (to be restored in the next commit) the max score with be above 80 and it's not a fixed value known in advance.
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(no need to bother users with something that is actually intended behavior)
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Provided in https://bugs.scummvm.org/ticket/10910
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Special targets not yet restored. Fixed a target overlap on PS13, and bad orientation of a target in PS11 and one in PS13.
Special ding sound will be removed in the final pass of the maze code, when special targets will be restored too, and also fast targets will be restore to being fast or faster than they are now.
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Improved alignment of subtitles option for Russian version
The text for the subtitles option probably won't make sense though in Russian, someone will have to correct it to what it should be.
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Detection information was provided by sauravisus in
https://bugs.scummvm.org/ticket/10919
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First pass of all rooms is complete. A second pass is pending where the special targets will be restored
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Mainly PS12. Also added some early info on how maze score works
The special target cases are marked as bugs and will be restored on a second pass. For now we need to verify that the highest score of 80 points is achievable if all targets are normal ones.
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Fixes bug #6193 by applying the SQ4 floppy kPaletteAnimation timing
workaround from 99de89c974fc24bf58b034842750e522d7d441d4 to versions
with less than 256 colors. This includes DOS EGA, PC-98, and Amiga.
This also patches out the intro script's workaround that uses different
timing in EGA mode, as this is incompatible with ours and makes the
intro screen last over 3 minutes instead of 5 seconds.
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It will now load any specified overlay in the scene as long as it is valid
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Only fixes for rooms PS10, PS11. A few cases may need revising.
There are a few cases that a target may reset after being shot and they seem buggy but they could also be intended. So, that's for a second pass to decide.
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Fixes debugger crash when disassembling an instruction whose operand
is an invalid property. This occurs in LB2 floppy 1.0 script 720 in
sGetUp:changeState and sStepOnNail:changeState.
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Actors are not updated faster than 60 times per second.
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Not in the original game
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What:
The bug is reproducible in the following ways:
1. quiting the game
2. enter challenge mode state 2, when the game starts move mouse around
the menu buttons (choose building or weapons)
Observed behavior: In he/wiz_he.cpp:2839, the function failed to return since
the stack around variable 'color' was corrupted. The game will crash then.
Analysis:
Since other function will modify memory area around local variable 'color',
the bug shoud be caused by memory overwritten. The memory write happens
in this modified file. From the code, it only wants to write a certain amount
of pixels. So I found 2 places where more pixels are written. This causes
stack memory corruption.
Fix:
Add checking. If we have written enough pixels then break.
Testing:
The game UI looks correct. Single player mode game is tested.
Bug no longer observable. Tested for both cases mentioned above.
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