Age | Commit message (Collapse) | Author | |
---|---|---|---|
2015-09-07 | DEVTOOLS: Include french menu in mort.dat | Thierry Crozat | |
2015-09-06 | SHERLOCK: 3DO: Hook up Save/Load buttons to ScummVM's dialogs | Paul Gilbert | |
2015-09-06 | SHERLOCK: 3DO: Fix display of user interface | Paul Gilbert | |
2015-09-06 | SHERLOCK: 3DO: Use better RGB conversion | Paul Gilbert | |
2015-09-06 | SHERLOCK: 3DO: Set up RGB color constants for 3DO | Paul Gilbert | |
2015-09-06 | SHERLOCK: 3DO: Fix Settings button | Paul Gilbert | |
2015-09-06 | I18N: Add missing files in list of files to parse. Regenerate translation files. | Pawel Kolodziejski | |
2015-09-04 | SCUMM: Do not reverse stereo for digital iMuse sounds | Matthew Hoops | |
2015-09-03 | SHERLOCK: RT: Keep journal buttons disabled when searching | Paul Gilbert | |
2015-09-03 | SHERLOCK: RT: Fix searching and displaying matches | Paul Gilbert | |
2015-09-02 | GOB: Make the currently playing CD track all-uppercase | Sven 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. | |||
2015-09-01 | SHERLOCK: RT: Fix entering search terms in the journal | Paul Gilbert | |
2015-08-31 | SHERLOCK: Fix crash when loading games from launcher | Paul Gilbert | |
2015-08-31 | SHERLOCK: 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... | |||
2015-08-30 | AUDIO: Mark the old Codec class as deprecated | Matthew Hoops | |
Once QuickTime audio edits are rewritten to use PacketizedAudioStream, we can remove this class. | |||
2015-08-30 | VIDEO: Switch to all packetized streams for AVI | Matthew Hoops | |
ZVision does not currently, but that's OK | |||
2015-08-30 | AUDIO: Add a NullAudioStream for streams that are dead-on-arrival | Matthew Hoops | |
2015-08-30 | AUDIO: Add a packetized version of ADPCM streams | Matthew Hoops | |
2015-08-30 | AUDIO: Add a packetized version of the PCM stream | Matthew Hoops | |
2015-08-30 | AUDIO: Add a class to easily make stateless PacketizedAudioStreams | Matthew Hoops | |
2015-08-30 | VIDEO: Add support for MP3 in AVI | Matthew Hoops | |
2015-08-30 | ZVISION: Cleanup the AVI decoder subclass | Matthew Hoops | |
2015-08-30 | VIDEO: Switch MPEG-PS audio code to use the packetized MP3 code | Matthew Hoops | |
2015-08-30 | AUDIO: Implement a packetized version of MP3 | Matthew Hoops | |
2015-08-30 | AUDIO: Add an AudioStream subclass for packetized audio | Matthew Hoops | |
2015-08-30 | AUDIO: Split the seeking MP3 class from the base decoding stream | Matthew Hoops | |
2015-08-30 | AUDIO: Make Rewindable- and SeekableAudioStream inherit virtually | Matthew Hoops | |
2015-08-30 | SHERLOCK: SS: Make _frameRate unsigned to fix GCC warnings | Paul Gilbert | |
2015-08-30 | SHERLOCK: SS: Fix speed of intro sequence | Paul Gilbert | |
2015-08-30 | SHERLOCK: Syntax fixes | Paul Gilbert | |
2015-08-30 | DEBUGGER: Add clarifying comment | Torbjörn Andersson | |
2015-08-30 | SHERLOCK: Add "listfiles" debugger command | Torbjörn Andersson | |
To make it easier to use the "dumpfile" command. There is little- to-no sanity checking in this one... | |||
2015-08-29 | SHERLOCK: RT: Don't check for gameplay keys when entering copy protection | Paul Gilbert | |
2015-08-29 | SHERLOCK: RT: Fix crash visiting Lawton's house after he's fled | Paul Gilbert | |
2015-08-30 | SHERLOCK: Finish implementation of song / songs debugger commands | Torbjörn Andersson | |
This adds support for Rose Tattoo and 3DO version of Serrated Scalpel. | |||
2015-08-29 | SHERLOCK: RT: Fix resetting cursor after buying coffee from Greengrocer | Paul Gilbert | |
2015-08-29 | SHERLOCK: RT: Reset each person _resetNPCPath when starting a script | Paul Gilbert | |
2015-08-29 | SHERLOCK: RT: Replace constant with it's proper enum value | Paul Gilbert | |
2015-08-29 | SHERLOCK: Fix comment typos | Torbjörn Andersson | |
2015-08-29 | SHERLOCK: Rework the "song" debugger command | Torbjörn 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... | |||
2015-08-29 | DEBUGGER: Add function for printing a StringArray in columns | Torbjörn Andersson | |
2015-08-29 | SHERLOCK: RT: Fix playing music when displaying the map | Paul Gilbert | |
2015-08-29 | SHERLOCK: RT: Add extra delay after showing scene image in the map | Paul 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 | |||
2015-08-29 | SHERLOCK: RT: Fix redundant extra wait after talking to LLoyd Jones | Paul Gilbert | |
2015-08-28 | SHERLOCK: RT: Workaround for monkey cap cutscene ending too quickly | Paul 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. | |||
2015-08-28 | SHERLOCK: RT: Enforce wait cursor when pausing without control in scripts | Paul Gilbert | |
2015-08-27 | SHERLOCK: RT: Reset _npcIndex when loading savegame | Paul Gilbert | |
2015-08-27 | SHERLOCK: RT: Fix previous commit, and make talkTo virtual | Paul Gilbert | |
2015-08-27 | SHERLOCK: RT: Fix talkTo filename getting changed mid-script | Paul Gilbert | |
Calls to cmdPauseWithoutControl can allow a second script to run, with it's own filename. This shouldn't change the filename for the outer call to talkTo | |||
2015-08-27 | SHERLOCK: RT: Fix incorrect Watson movement at Aerodrome scene | Paul Gilbert | |