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2018-11-13PEGASUS: Fix Fall Through Compiler Warnings.D G Turner
2018-11-13MOHAWK: Fix Fall Through Compiler Warning.D G Turner
2018-11-13BLADERUNNER: Fix Fall Through Compiler WarningsD G Turner
Clang and newer versions of GCC i.e. v8.2 require the comment to match "fall through" to surpress warnings so change "no break" comments to match.
2018-11-13AGI: Fix Fall Through Compiler WarningD G Turner
This fairly clearly intentional and thus no FIXME comment is added for this.
2018-11-12SCI32: Fix QFG4 autosave stack leak (#1388)Vhati
This leak was introduced in commit #a37e388
2018-11-11I18N: Update translation (Spanish)juan
Currently translated at 94.3% (943 of 1000 strings)
2018-11-11SCI: Add Detection Entry for Manic Mansion (Fan Game).D G Turner
This is from bug Trac #10705.
2018-11-11SCI32: Fix QFG4 crash when gliding across swamp (#1387)Vhati
Fixes typos that lead to Grooper::doit() arithmetic errors, bug #10777
2018-11-11ENGINES: Fix Crash in Fallback Detector Game Title Naming.D G Turner
This is a regression from 90b78c544657bf0fc41d6b86276a0873060345b5 This commit restores the previous behaviour and avoids a null pointer dereference induced crash. This fixes the root cause of bug Trac #10515.
2018-11-11PINK: Fix For Assertion When Looking Under Bed in Six House.D G Turner
The action which triggers the assertion is CheckUnderBedDB. This changes ActionPlay::OnStart method to be similar to superclass implementation with regard to _startFrame to avoid this. However, the animation still glitches repeating several times, but this is a script bug in the original and should be addressed in a workaround in a future commit. This should fix the main issue in Trac bug #10800.
2018-11-10SCI: Fix KQ6 look ribbon response (#1385)sluicebox
Fixes an incorrect message in the original. bug #10801
2018-11-08KYRA: (EOB) - fix possible null pointer derefathrxx
2018-11-08SCI32: Fix QFG4 autosave deleting manual saves (#1383)Vhati
Prevents the autosave script from enforcing a 20 savegame limit, bug #10758
2018-11-07BUILD: Fix Mac static build with liba52Bastien Bouclet
2018-11-07SCI32: Fix GK1 day 1 Grace phone speech timing (#1372)sluicebox
Fixes timing that cuts off speech. bug #10787
2018-11-06KYRA: (EOB) - fix bug in dispel magic spellathrxx
This bug would occur when casting dispel magic while the weapon slots were temporarily disabled (from using a weapon etc.). This could lead to permanently disabled slots.
2018-11-05KYRA: (EOB) - improve debuggerathrxx
- added print_map command which prints a map of the current level - fixed open_door/close_door commands
2018-11-05GROOVIE: Fix Fallthrough Warning.D G Turner
2018-11-05GROOVIE: Fix Spaces in Savegame Naming.D G Turner
This patch was originally from bug Trac #6276 and was submitted by bluegr.
2018-11-05ZVISION: Really fix GUIO flags for the DVD version of ZGIFilippos Karapetis
2018-11-05ZVISION: Fix GUIO flags for the DVD version of ZGIFilippos Karapetis
2018-11-05SCI32: Fix GK1 ego flicker in Gran's chair (#1369)sluicebox
Fixes graphics glitch in the original game, bug #9760
2018-11-04DRASCULA: Add option to pause speech using space or pause keyThierry Crozat
2018-11-04BACKENDS: Remove references to the GP32 backendCameron Cawley
2018-11-04ZVISION: Only add mpeg video engine options when mpeg and a52 are enabledThierry Crozat
2018-11-04ZVISION: Disable MPEG movies when liba52 is not enabledThierry Crozat
2018-11-04ZVISION: Set 800x600 mode for the DVD version of ZGITorbjörn Andersson
This allows the backend to show the hi-res videos at full resolution, rather than scaling them down.
2018-11-04VIDEO: Add buffering demuxer to MPEG-PS decoderTorbjörn Andersson
In all my attempts to get the audio and video to sync up in the ZGI videos, there have always been 9-10 frames of video before the audio even starts, even though the audio is timestamped to start before. This attempts to fix that by prioritizing sending audio packets to the decoder in a timely fashion. I do not know if this is the correct way of doing this, and there are still some things that need to be fixed. But pragmatically, it does procude significantly better sync, so...
2018-11-04VIDEO: Use all video PTS'sTorbjörn Andersson
Sometimes (only at the very start of a movie?) there will be a video packet that has a PTS but no frame to display. Save that PTS and use it for the next frame. This doesn't actually improve anything, as far as I can tell, but feels right.
2018-11-04VIDEO: Removed _psmESTypeTorbjörn Andersson
We weren't doing anything with it anyway. And I'm not sure it's even available in the ZGI videos.
2018-11-04VIDEO: Moved MPEGStream creation out of readNextPacket()Torbjörn Andersson
I think it makes things easier to read, and I have some ideas that I want to try which should be easier this way...
2018-11-04VIDEO: Make the video pts sync easier to understandTorbjörn Andersson
2018-11-04VIDEO: Synchronize video to pts timestampsTorbjörn Andersson
This is another attempts at improving the audio/video sync in the MPEG-PS decoder. Unfortunately, the audio probably also needs to be synced to its pts timestamps...
2018-11-04IMAGE: Honor nb_fields when calculating frame durationTorbjörn Andersson
From what I understand, this has something to do with the image being either made up from two or three parts. When it's made from three parts, the frame should be displayed for half again as long as normal. This makes the speed of the Zork: Grand Inquisitor video look about right to me. It's still out of sync, but it doesn't seem to get *more* out of sync as the video progresses.
2018-11-04VIDEO: Use the standalone AC-3 decoder in the MPEG-PS codeTorbjörn Andersson
This code comes from clone2727's now defunct (?) ac3 branch, with some minor compile fixes. This represents the latest version of the stalled AC-3 decoder work for Zork: Grand Inquisitor. Note, however, that I have not yet asked for clone2727's permission to use this. I'm just experimenting.
2018-11-04AUDIO: Add a separate AC-3 decoderTorbjörn Andersson
This code comes from clone2727's now defunct (?) ac3 branch.
2018-11-04VIDEO: Some minor cleanups to the AC-3 decoderTorbjörn Andersson
2018-11-04VIDEO: Skip DVD code. The sound plays, but audio/video sync is offTorbjörn Andersson
Like most things that make this branch actually work, this comes from clone2727.
2018-11-04ZVISION: Play hi-res videos, even if they have no low-res versionTorbjörn Andersson
This is used for some logo animations at the start of the game. I don't know if it's used for anything else, but probably not.
2018-11-04VIDEO: After figuring out sample rate, rewind the AC-3 streamTorbjörn Andersson
2018-11-04VIDEO: Committed fixes from clone2727Torbjörn Andersson
This collects the whole frame before trying to decode it. It's still now working right, but it's way better than it was before.
2018-11-04ZVISION: Enable hi-res videos for testing purposesTorbjörn Andersson
2018-11-04VIDEO: Use liba52 to decode audio. This is still laughably brokenTorbjörn Andersson
At the moment, this produces nothing but misery in the form of Valgrind warnings and horrible noise.
2018-11-04CONFIGURE: Add detection of liba52Torbjörn Andersson
This is for an experiment aiming to decode audio for the hi-res videos in Zork: Grand Inquisitor. I don't know if we want to add a dependency on liba52, but the license should allow us to include the code verbatim, if that's preferrable.
2018-11-03BUILD: Add missing libraries to Travis CI buildCameron Cawley
2018-11-03GROOVIE: Add Detection Entry for 11th Hour English Windows VariantD G Turner
This is a 4CD release, with date inside the disk.1 file of August 14th 1995.
2018-11-03ANDROID: Fix a -Wformat-security warningCameron Cawley
2018-11-03GOB: Correct Crousibat Detection Entry to European Portuguese.D G Turner
This fixes bug Trac #10791.
2018-11-03COMMON: Add Portuguese (Portugal) Language.D G Turner
The current Portuguese entry is Brazilian dialect, so modifying the description and adding an entry for European Portuguese. This is required to deal with bug Trac #10791.
2018-11-03GROOVIE: Fix GMM loads, block saves in a puzzleScott Thomas
Loading and returning from subscripts alters the _variables used, thus are not guaranteed to create a valid save state. Loading a save should be valid at any time, as long as the active script being run is restored to the base game script.