Age | Commit message (Collapse) | Author |
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Otherwise array aren't always nuked by scripts.
svn-id: r19082
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Also gets rid of GF_KYRA* since GI_KYRA* should be used instead.
And last but not least fixes text drawing while Kallaks writing scene.
svn-id: r19081
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svn-id: r19080
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anyway); disabled some more V7/V8 code conditionally
svn-id: r19079
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svn-id: r19078
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can use inttypes.h on some systems?)
svn-id: r19077
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loaded. Matches original games and prevent multiple load of same flObject in HE games.
svn-id: r19076
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included in debian.
Beware, it's full of shit and dirty hacks as I was never even dreaming about making either the source or binary public.
But this has to be sufficient as I don't see the point in wasting my time rewriting a tool that noone needs in a clean way.
svn-id: r19075
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ite and ihnm respectively. Sorry, but I had to do it before release, no
autoupgrade as games weren't supported only in developer's version.
Fix bug #1297365 "ITE: Game detection is broken".
Now it distinguishes between DOS CD and Win CD, though it uses platform and
language settings from .ini to do the choice. I.e current games need to be
redetected. Though only these 2 games are affected. I.e. they have exactly
same resource files, just Windows release adds up external patches. These
patches cannot be added to detection as they're stored in subdirectories.
Also I resolved problem between ite-demo-win and ite-demo-linux where latter
is a superset of former. I.e. it has all files which win demo has plus one
additional. And if you try to detect Linux demo it shows you both. Of course
this could be handled by upper solution, but to make sure I count number of
required files for matched versions and remove those which do not have max
number of files. I.e. if 2 games matched and one requires 4 and another one
requires 5 files, then we have 5 files matched which certainly points to
second game not the first.
svn-id: r19074
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for proper game identification (21 subtle distinct versions of same game
which still require individual flags is not a joke)
cvs: ----------------------------------------------------------------------
svn-id: r19073
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Fixes input issue in thinker1.
svn-id: r19072
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That eliminates GF_LANG_DE and GF_MAC_RESOURCES.
svn-id: r19071
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will be never needed not to mention that it will require to add much
logic to code which will be used just once just for single release of the game.
(and if somebody will have patience to watch intro to the end)
svn-id: r19070
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match. It's on debuglevel 1.
svn-id: r19069
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and added the story picture in the intro.
svn-id: r19068
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shows numbers, not just rotation of them. Still no screen updated during the
process.
svn-id: r19067
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* New flush() method in WriteStream class to flush pending I/O, in order
to detect any I/O errors
* Use of flush() and ioFailed() added to scumm engine save function
* Dreamcast backend extended to support the new checks
svn-id: r19066
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PalmOS, does it help bug #1293385 ?
svn-id: r19065
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- Now only one instance is needed for many scripts
- Fixed a few command procs, but lacks opcode caller
implementation
svn-id: r19064
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added it. ;-)
svn-id: r19063
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understand, it just means that the currently active parts are too important
(i.e. have too high priority) to throw out for this new one.
This makes bugs #1325060 and #1325487 less severe.
svn-id: r19062
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svn-id: r19061
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told about much earlier.
svn-id: r19060
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svn-id: r19059
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svn-id: r19058
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o Make generateSubstResFileName more portable. I wonder how it worked in
the past at all.
svn-id: r19057
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which fixes bug #1324814 "GOB1 ega: lock up when game is over"
svn-id: r19056
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svn-id: r19055
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aquadran's fix.
svn-id: r19054
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svn-id: r19053
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- Renamed class. Will be remove when new backends will be done
svn-id: r19052
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svn-id: r19051
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svn-id: r19050
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svn-id: r19049
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svn-id: r19048
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svn-id: r19047
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svn-id: r19046
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svn-id: r19045
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svn-id: r19044
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svn-id: r19043
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svn-id: r19042
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svn-id: r19041
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svn-id: r19040
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svn-id: r19039
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svn-id: r19038
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- changed the seq player
- added cdrom version data
- changed the resource loader a bit
svn-id: r19037
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- now we save the date and time(although in localtime) in the same
format as we pass it to the dialog
(See "ATTN: Porters. Notes about time() implementation and thumbnails"
on -devel)
- old format is kept for compatibility for
older ScummVM versions
svn-id: r19036
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svn-id: r19035
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- added new engines (Gob + Kyra) to other devs description
- moved LordHoto to dev team
svn-id: r19033
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bug #1324103.
I've changed it - again - so that now it only centers the pitch wheels on
unload if a new mpCenterPitchWheelOnUnload property has been set. Currently
only the SAGA engine does that, so if it still breaks it only breaks SAGA.
I've also fixed what looked like an unintentional fall-through in the
MidiParser::property() function. Surently that can't cause any new
regressions? Please.
svn-id: r19032
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