Age | Commit message (Collapse) | Author |
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Available via ScummVM game options
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Revert of a change which I accidentaly commited during bladerunner
development.
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Also fixed a bug in KIA save screen, where not selecting a save slot can
lead to overwriting other save game.
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As suggested by bluegr.
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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.)
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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.
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Fixes a script bug that breaks messages
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He will stop properly after running
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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.
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If there is no item at all, returns a (0,0,0,0) Rect.
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All ending are achievable
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Currently translated at 100.0% (1059 of 1059 strings)
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Currently translated at 100.0% (1059 of 1059 strings)
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Currently translated at 98.2% (1040 of 1059 strings)
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Currently translated at 100.0% (1059 of 1059 strings)
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Currently translated at 99.6% (1055 of 1059 strings)
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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, ..
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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.
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All calls from Screen member functions to the GameManager instance
are relocated to the wrapper functions in SupernovaEngine.
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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.
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msn_data.055 that stores the outro image was missed to be added
to imageInfo and thus not loaded during the engine init/
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It can be used for querying and changing friendliness between actors.
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It was superseded by commit aa9a1ab.
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When Rif puts on the rat disguise, he is swapped out for a
different actor. When he takes off the disguise, after reaching
Sist's office, the old actor is swapped back in again.
At that point, original Rif's actor will have a _lastZone pointer
which not only is for the wrong room, it was deleted when Rif in
disguise left the room.
To fix this, we also swap the actors's _lastZone pointers.
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When built with enable-text-console and disable-readline, flushing output
immediately after printing the debugger prompt, before waiting for input,
ensures that external tools can spawn ScummVM, detect the prompt, and pipe
in automated responses (e.g., expect scripts).
Explicit flushing was necessary at least on Windows, where support for
automating terminal input is less sophisticated. Otherwise, the prompt
string doesn't make it through the pipe, and both the script and ScummVM
get stuck waiting for input.
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