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2019-02-13GLK: FROTZ: Have zRGB properly convert to screen formatPaul Gilbert
2019-02-13SCI32: Fix QFG4 guild secret passageVhati
Fixes the walkable polygon not changing when it's revealed, bug #9894
2019-02-13SCI: Fix ECO1 column puzzle, bug #10885sluicebox
Works around a script bug that prevents the game from being completed
2019-02-13SCI: Fix FPFP Mac easter egg, bug #7065sluicebox
Works around a script bug that locks up the game
2019-02-13DINGUX: Fix dinguxsdl graphics backendgameblabla
2019-02-12BLADERUNNER: Removal of memory leaksPeter Kohaut
2019-02-11GLK: ALAN2: Fix incorrect string duplicationPaul Gilbert
2019-02-12SCI: Fix ECO1CD Mosaic puzzle crash, bug #10884sluicebox
Fixes a bug in the original that crashes the interpreter
2019-02-11BLADERUNNER: Added original logic for speech skippingPeter Kohaut
And some small cleanup of unnecessary comments.
2019-02-11BLADERUNNER: Improved time managementPeter Kohaut
This should fix thi issue with freezing actors after loading save game, but works on new saves only. Game was not paused before saving and wrong timer value got saved.
2019-02-11BLADERUNNER: Cleanup of audio codePeter Kohaut
Separated audio cache. Fixed bug in the audio cache where still used sound might get freed. Fixes crashes when engine is unloading which were caused by a race condition between the timer code and engine teardown code.
2019-02-10GLK: ALAN2: Fix a bunch of comparison warningsPaul Gilbert
2019-02-10BLADERUNNER: Added shorty modePeter Kohaut
Available via ScummVM game options
2019-02-10GLK: FROTZ: Fixes for saving and restoring in V6 gamesPaul Gilbert
2019-02-10BLADERUNNER: Added sitcom modePeter Kohaut
Available via ScummVM game options
2019-02-10GUI: Revert of accidental changePeter Kohaut
Revert of a change which I accidentaly commited during bladerunner development.
2019-02-10BLADERUNNER: Added auto save featurePeter Kohaut
Also fixed a bug in KIA save screen, where not selecting a save slot can lead to overwriting other save game.
2019-02-10BLADERUNNER: Use ScummVM functionality for audio volume managementPeter Kohaut
2019-02-10ZVISION: Move code to determine amplification to its own functionTorbjörn Andersson
As suggested by bluegr.
2019-02-10AUDIO: Simplify _audioGain calculationTorbjörn Andersson
No need to explicitly set it to 1.0. (There may have been in an earlier version, to avoid any possible rounding error. But if so, that reason is long gone.)
2019-02-10ZVISION: Boost volume for MPEG cutscenesTorbjörn Andersson
The high-resolution videos play back at much lower volume than the original ones. This adds hard-coded values for how much to amplify each cutscene. It's all done by ear, and it does introduce some clipping, but I think it should be acceptable. Of course, it could also be a problem with the audio decoder, so this may be the wrong approach entirely.
2019-02-10SCI: Fix ECO1CD prophecy scroll, bug #10883sluicebox
Fixes a script bug that breaks messages
2019-02-10BLADERUNNER: Fixed Gordo animation changePeter Kohaut
He will stop properly after running
2019-02-08BLADERUNNER: Removed unnecessary debugging codePeter Kohaut
2019-02-08SCI: Fix QFG3 combat speed throttling patchVhati
Replaces an earlier patch that had a bad byte. Original instruction: 0x80, 0xd2, // lsg global[D2h]. The op byte does not match the expected length or opcode comment. 0x80 would be: lag uint16. 0x89 is: lsg byte. This new patch also does not disturb the logic of a nearby IF block.
2019-02-08SCI: Fix out of bounds issue in getFrameSizeJean-Christophe Rona
If there is no item at all, returns a (0,0,0,0) Rect.
2019-02-07BLADERUNNER: Cleanup for drive away endings scriptsPeter Kohaut
All ending are achievable
2019-02-07BLADERUNNER: Cleanup of Mutants scriptsPeter Kohaut
2019-02-07BLADERUNNER: Cleanup of Clovis scripts for chapter 5Peter Kohaut
2019-02-07GIT: Add a .gitattributes fileCameron Cawley
2019-02-06GLK: FROTZ: Fix drawing position of pillars in Zork ZeroPaul Gilbert
2019-02-06I18N: Update translations templatesThierry Crozat
2019-02-06I18N: Regenerate translations data fileThierry Crozat
2019-02-06I18N: Update translation (German)Lothar Serra Mari
Currently translated at 100.0% (1059 of 1059 strings)
2019-02-06I18N: Regenerate translations data fileThierry Crozat
2019-02-06I18N: Update translation (Italian)Paolo Bossi
Currently translated at 100.0% (1059 of 1059 strings)
2019-02-06I18N: Update translation (Italian)Paolo Bossi
Currently translated at 98.2% (1040 of 1059 strings)
2019-02-06I18N: Regenerate translations data fileThierry Crozat
2019-02-06I18N: Update translation (Greek)Antoniou Athanasios
Currently translated at 100.0% (1059 of 1059 strings)
2019-02-06I18N: Update translation (German)Lothar Serra Mari
Currently translated at 99.6% (1055 of 1059 strings)
2019-02-06I18N: Regenerate translations data fileThierry Crozat
2019-02-06SUPERNOVA: Fixes possible OOB readJoseph-Eugene Winzer
2019-02-06SUPERNOVA: Fixes OOB readJoseph-Eugene Winzer
2019-02-06SUPERNOVA: Adds missing initializationsJoseph-Eugene Winzer
2019-02-06SUPERNOVA: Fixing header file includesJoseph-Eugene Winzer
2019-02-06SUPERNOVA: Stops time and animations when reading the newspaperJoseph-Eugene Winzer
After leaving the cell on Arsano there's a desk you need to attach your watch to and set the alarm to attract the guard in the next room. If the alarm goes off while reading the newspaper, the game glitches out with wrong palette colors, scene, ..
2019-02-06SUPERNOVA: Uses setCurrentImage in renderImageJoseph-Eugene Winzer
Although renderImage for ImageId doesn't use _currentImage, it needs to be set for compatibility with the section based renderImage function. The functionality doesn't change with this commit, except that the palette brightness gets updated if the image is in a different file.
2019-02-06SUPERNOVA: Removes invalid ImageId entryJoseph-Eugene Winzer
2019-02-06SUPERNOVA: Removes GameManager dependency for ScreenJoseph-Eugene Winzer
All calls from Screen member functions to the GameManager instance are relocated to the wrapper functions in SupernovaEngine.
2019-02-06SUPERNOVA: Updates NOTESJoseph-Eugene Winzer
The audio samples' offset and corresponding file number are better described in sound.h. Also the variable timer2 was renamed quite a while ago and served only as a reference to the original source code.