Age | Commit message (Collapse) | Author |
|
|
|
Original AGI only created a stationary event, when the last
pressed direction key was released. We do that now as well.
Makes cursor in MH1 behave properly.
Thanks to waltervn for pointing this out.
|
|
|
|
- User option to force Hercules hires font for any rendering mode
- Also change mouse cursor hotspots from 1,1 to 0,0
- Fix inaccuracy in mouse controlled game menu
- Change render_Block(), drawBox(), drawDisplayRect() to use
upper Y instead of lower Y. Original AGI uses lower Y, but
upper Y makes upscaling way easier.
|
|
|
|
because of Police Quest 1 using Ctrl-D for calling dispatch.
Solves FR #395
|
|
Hold-Key-Mode got introduced v2.425, it was simply not possible
to disable it until 3.098.
Now creating a AGI_KEY_STATIONARY event, so that it works properly
Fixes Mixed Up Mother Goose
|
|
|
|
Removed pollTimer()
Renamed pause() to wait()
Doing 10 msec delays instead of at least 50 msec per EventProcess
Seems to fix weird Gold Rush ingame timer issue?! bug #4147
|
|
processEvents() renamed to processScummVMEvents()
mainCycle() renamed to processAGIEvents()
have.key now sets up an inner loop and calls processAGIEvents()
to avoid any further cycle work processing
|
|
Also remove _game.keypress, _game.msgBoxTicks
|
|
|
|
This mostly enforces tabs for indentation and spaces for formatting. But also
fixes spaces on empty lines, some extra/missing spaces.
astyle + manual fixup
|
|
Use hardcoded first line instead
In Donald Duck the status line is at line 24, but also hidden
|
|
|
|
|
|
It seems the issues on AmigaOS aren't actually caused by the new
code. Reverting the revert.
|
|
It seems the current code causes issues on at least AmigaOS.
Changed current code to the way SCI handled it.
Needs to get investigated in detail.
Added FIXME. Also see engines/sci/event.cpp
|
|
|
|
in game timer is now updated, when scripts read in game timer
VM variables and during main loop. ScummVM total play time feature
is used for it. Game cycle syncing is done at the same time.
|
|
renamed getflag() to getFlag()
renamed setflag() to setFlag()
renamed flipflag() to flipFlag()
preagi: renamed setFlag for this engine to setWinnieFlag
|
|
Don't access variables directly, but through method
Shouldn't include any functional differences
Also changed several hardcoded values to the corresponding enums.
|
|
After the VM Var 6 <-> ego direction change, this is required
Also our original behavior was inaccurate in that part as well.
|
|
Reset key, when no valid .ascii was received.
|
|
should probably get fixed at some point in backend
|
|
- graphics code fully rewritten
- Apple IIgs font support
- Amiga Topaz support
- Word parser rewritten
- menu code rewritten
- removed forced 2 second delay on all room changes
replaced with heuristic to detect situations, where it's required
- lots of naming cleanup
- new console commands show_map, screenobj, vmvars and vmflags
- all sorts of hacks/workarounds removed
- added SCI wait mouse cursor
- added Apple IIgs mouse cursor
- added Atari ST mouse cursor
- added Amiga/Apple IIgs transition
- added Atari ST transition
- user can select another render mode and
use Apple IIgs palette + transition for PC versions
- inventory screen rewritten
- SetSimple command now properly implemented
- PreAGI Mickey: Sierra logo now shown
- saved games: now saving controller key mapping
also saving automatic save data (SetSimple command)
- fixed invalid memory access when saving games (31 bytes were saved
using Common::String c_ptr()
Special Thanks to:
- fuzzie for helping out with the Apple IIgs font + valgrind
- eriktorbjorn for helping out with valgrind
- LordHoto for figuring out the code, that caused invalid memory
access in the original code, when saving a game
- sev for help out with reversing the Amiga transition
currently missing:
- mouse support for menu
- mouse support for system dialogs
- predictive dialog support
|
|
|
|
|
|
|
|
|
|
Applied eriktorbjorn's patch from that bug tracker item (slightly
modified), which is what NAGI does, and which fixes restarting in LSL1
and PQ1 (bug #2823762), and other AGI games that do not reset the
controller keys when restarting.
|
|
|
|
|
|
|
|
This makes AGI quite a bit less noisy by default.
svn-id: r53868
|
|
svn-id: r49843
|
|
Bug #2825273: "AGI: KQ4: Dwarf sequence". Always allow ESC to work
in KQ4.
svn-id: r49746
|
|
Bug #1875842: "AGI: Character loses final walking position".
Do not reset ADJ_EGO_XY if non-directional keys were pressed.
svn-id: r49744
|
|
svn-id: r49731
|
|
svn-id: r46942
|
|
svn-id: r45616
|
|
svn-id: r45261
|
|
svn-id: r45259
|
|
svn-id: r42662
|
|
svn-id: r42659
|
|
F3 hotkey dosent work", removed number of hacks
svn-id: r41259
|
|
svn-id: r41254
|
|
svn-id: r41243
|
|
svn-id: r41239
|
|
The engine still crashes when load from GMM occured with a text box on screen.
svn-id: r40733
|