aboutsummaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2015-01-26AUDIO: Fix skipping samples when the skip length is greater than the first chunkMatthew Hoops
2015-01-26Merge pull request #574 from chrilith/masterArnaud Boutonné
MORTEVIELLE: added missing inter screen messages
2015-01-26TSAGE: BF - Fix another color glitchStrangerke
2015-01-26TSAGE: BF - Fix a glitch in scene 935Strangerke
2015-01-26TSAGE: Fix 3 uninitialized variablesStrangerke
2015-01-26VOYEUR: Fix bug in vDoCycleIntStrangerke
2015-01-26TSAGE: Ringworld - Declare _sitFl as a booleanStrangerke
2015-01-26TSAGE: Ringworld - Fix unitialized variableStrangerke
2015-01-26TSAGE: Ringworld - Fix unitialized variableStrangerke
2015-01-26TSAGE: BF - Remove unused variableStrangerke
2015-01-26VOYEUR: Add missing breakStrangerke
2015-01-26ZVISION: Cleanup.Torbjörn Andersson
We usually don't check a pointer before deleting it.
2015-01-26ZVISION: Use ValueSlot for volume in ActionMusicTorbjörn Andersson
As suggested by Marisa-Chan. I had based my earlier implementation on parseCritera(), and was unaware of this alternative. The good thing is that the diff from the old code is now much smaller, which should reduce the risk of regressions. (There is a lot I haven't tested here...)
2015-01-26MORTEVIELLE: added missing inter screen messagesChris Apers
2015-01-26AMIGAOS: Update icons to use glow and cleanup (Courtesy of Raziel^)Strangerke
2015-01-26ZVISION: Fix ActionMusic volumeTorbjörn Andersson
The volume can be either a constant or a state value. The latter is used by ZGI to simulate a sound being heard at different distances, e.g. the beehive in the Dungeon Master's hideout.
2015-01-26Merge pull request #568 from Marisa-Chan/masterFilippos Karapetis
ZVISION: Fix sound bug #6767 by making pan_track code similar to origina...
2015-01-25Merge pull request #571 from chrilith/masterArnaud Boutonné
Small adjustments to match original code
2015-01-25MORTEVIELLE: 1sec seems to be far enough hereChris Apers
2015-01-25MORTEVIELLE: more drawBox() adjustmentsChris Apers
2015-01-24Merge pull request #1 from scummvm/masterchrilith
Latest changes including mines
2015-01-24ZVISION: Delete stream if there is no audio stream to queue toTorbjörn Andersson
This probably never happens, but is consistent with our common AVI decoder.
2015-01-24ZVISION: Fix lag at beginning of cutscenesTorbjörn Andersson
We have to update _curChunk when decoding audio, otherwise it will decode the entire audio track on the first frame. For the ZGI intro this would take 700-800 ms, and since the audio started playing before the video it looked to me as if it had to play the first bit faster to catch up. Thanks to fuzzie for setting me on the right track with an off-hand remark about the Zork AVI decoder (I was looking at the standard AVI decoder), and for finding the cause a few seconds before I did.
2015-01-24Merge pull request #570 from chrilith/mortevielle_3rdintroArnaud Boutonné
MORTEVIELLE: Added missing mesgId handling for 3rd intro screen
2015-01-24Merge pull request #569 from chrilith/mortevielleArnaud Boutonné
MORTEVIELLE: some display bugs fixed
2015-01-24MORTEVIELLE: alternatively we can make it local to delay()Chris Apers
2015-01-24MORTEVIELLE: Added missing mesgId handling for 3rd intro screenChris Apers
This message is displayed during disk access, so it is not visible as is in ScummVM version, a delay is required. Also delay should hide the mouse to prevent frozen screen.
2015-01-23MORTEVIELLE: Fixed read index parsing alert stringschrilith
because Pascal code is base 1
2015-01-23MORTEVIELLE: Fixed drawBox() to match original codechrilith
2015-01-23ZVISION: Use correct virtual class type instead of MusicNodeMarisa-Chan
2015-01-23ZVISION: Correct value for attenuateMarisa-Chan
2015-01-23ZVISION: Volume is not linear value, use dB map to linear for -100...0dBMarisa-Chan
2015-01-23ZVISION: Use correct int type for volumeMarisa-Chan
2015-01-23ZVISION: Fix sound bug #6767 by making pan_track code similar to originalMarisa-Chan
2015-01-23ZVISION: Error out when a script file can't be found or be parsedFilippos Karapetis
This should be an error, as we've effectively reached a non-existing scene (such as in bug #6780), or we haven't parsed script files of a scene fully, thus unexpected behavior will likely occur
2015-01-23ZVISION: Fix script bug #6780 (invalid hotspot at base of tower in ZGI)Filippos Karapetis
2015-01-23ZVISION: Fix shadowed variableFilippos Karapetis
A bug in commit 21e9007d80. Thanks to fingolfin for pointing it out
2015-01-21ZVISION: Add console commands to manipulate state flags and variablesFilippos Karapetis
2015-01-21ZVISION: Properly handle confirmation dialogs in the French ver. of ZGIFilippos Karapetis
2015-01-20VIDEO: Make the QuickTime code error out again if the frame data can't be foundMatthew Hoops
The case shouldn't actually ever happen; the off-by-one bug when seeking to the last frame of the media (in an edit) caused this originally
2015-01-20VIDEO: Remove the "-1" edit hackMatthew Hoops
With the previous commits' fixes, it's no longer needed
2015-01-20VIDEO: Fix potential off-by-one frame time after seekMatthew Hoops
If seeking to the final frame of an edit, _nextFrameStartTime wouldn't be adjust properly and would wrongly say that it's at the end of the edit. This never affected anything because of the edit "-1" hack.
2015-01-20VIDEO: Fix edit frame calculationMatthew Hoops
An edit that seeks to the last frame of the media would not show
2015-01-20VIDEO: Round the edit time offset instead of truncating itMatthew Hoops
Allows for the KQ6 Mac intro to play without the edit "-1" hack
2015-01-20VIDEO: Fix timing with frames going past the edit boundaryMatthew Hoops
2015-01-21JANITORIAL: Remove unnecessary semicolonsTorbjörn Andersson
2015-01-21ZVISION: Remove unnecessary spacesTorbjörn Andersson
2015-01-21ZVISION: Remove superfluous checkFilippos Karapetis
2015-01-20ZVISION: Convert subtitles to UTF-32 before rendering them (bug #6772)Torbjörn Andersson
Because we use Common::String to store UTF-8 data, the font renderer will draw the wrong glyphs for non-ASCII characters, unless we first convert the string to UTF-32. (I thought the same change would have to be made for the ZGI game over screens, but apparently they work anyway. At least the German version, I'm told.) I've discussed this change with [md5], and while it would probably be more correct to make the engine use UTF-32 throughout, that is also rather painful.
2015-01-21ZVISION: Do not process cheat codes while in the game menusFilippos Karapetis
This prevents the cheat codes from being accidentally triggered when using the save screen, for example