Age | Commit message (Collapse) | Author |
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This avoids a new iteration through the .zip file for every listMember call.
Instead it uses the "_hash" HashMap, which already contains all the filenames
and is filled on initializing the ZipArchive by unzOpen.
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Fall back to the DOS soundtracks in Windows CD versions if the user picks
a non-General MIDI music device, as the Windows tracks only contain MIDI
music
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SCUMM: Fix bug #3493317 by removing assert() in detection algorithm.
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Bug #3493317 ("SCUMM: Detecting Loom PCE without 16bpp support crashes")
is caused by an assert() in detection algorithm. In case an MD5 is found
the md5table, but the variant from the md5table is not found in
detection_tables.h this assert triggers. However since certain variants
can be left out compile-time this situation can occur. By ignoring
instead of assert()-ing the entry ScummVM will no longer abort but
continue the detection process.
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This is a regression from 86a817beb5eef248c5f5e28f18133db802a59c2e.
Formerly Kyra always queried the render_mode and initializes its Screen
functionality accordingly, even when the game actually only supported VGA.
While in the "Edit game..." options only VGA was selectable, the global options
still allowed for example EGA to be selected and thus messing up the internal
state. I only check the render_mode setting for EoB 1 and 2 now, which are
the only games which support the setting inside Screen.
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The BMP decoder getPalette function definition is now identical to
the other image format decoders subclassed from ImageDecoder.
This also fixes a overloaded virtual warning reported by salty-horse.
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This was introduced by the change from C++ output streams (<<) to
Common::String output. Thanks to salty-horse for finding this.
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This is the third and final part of the patch supplied by Ignaz Forster
on bug #3423955 ("CRUISE: Slow / unresponsive game behaviour") for
avoiding blocking graphical updates during user wait loops.
The removal of the continue statement fixes the update of background
animations while waiting for user to respond i.e. try opening a locked
door on the upper deck of the boat and check the sea background
animation, but it also has the side effect of allowing hotspots to
respond during this period if the user clicks fast enough.
However, this bug was also present in the original interpreter, and
a workaround has been added to inhibit this.
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This is the second part of the patch supplied by Ignaz Forster on
bug #3423955 ("CRUISE: Slow / unresponsive game behaviour") for
avoiding blocking graphical updates during user wait loops.
This removes the check for fastMode from the cursor update code and
other code in this "idle" loop, and moves it down to qualifying
only a few of the function calls.
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This is the first part of the patch supplied by Ignaz Forster on
bug #3423955 ("CRUISE: Slow / unresponsive game behaviour") for
avoiding blocking graphical updates during user wait loops.
Hotspots passed during the idle loop do _not_ give any user feedback
without this patch.
The original patch has been split to allow for better understanding of
the changes and to allow fine grained bisection if this introduces any
regressions.
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Refactor plugins
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Replace large static Sin and Cos tables with dynamically generated ones.
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SCUMM: Add another Dutch Balloon-O-Rama variant.
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Support for Dreamweb fr/es
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DrasculaMetaEngine: added list saves support
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The new file engines/configure.engines is currently manually created
and maintained, but could be regenerated by a script in the future.
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The new header engines/plugins_table.h is currently manually created
and maintained, but could be regenerated by a script in the future.
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The repeated functions expanded from the original DECL_FFT macros are
now replaced by a recursive fft() function.
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Those are the official French, Spanish and Italian translations from the
DOS versions of the game (thanks to Simsaw for providing them).
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This is a situation that would occur when a user copies drscula save
files from one device to another, without copying the corresponding
index, or copies the index without all corresponding save files.
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The cosine tables are now allocated once on object construction.
Also, only the tables necessary (less than or equal to _bits) are
created.
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This makes it easier to look at reworking the Cosine Table usage to
prevent repeated reallocation on calc() calls.
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Fixes issues where the codec hasn't been initialized
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Added kSupportsListSaves to DrasculaMetaEngine::hasFeature
Added working listSaves to DrasculaMetaEngine
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AGOS game engine.
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SVQ1 no longer looks blocky and now looks a lot closer to what QuickTime outputs
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