Age | Commit message (Collapse) | Author |
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Bug #3034370: "Manhunter: New York keyboard unresponsive". Actually
the keyboard was made responsive after June implementation of set.key,
still the game speed was increasing. Fixed that too.
svn-id: r52369
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svn-id: r52368
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Fixed by performing proper MIDI initialization.
svn-id: r52332
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svn-id: r51312
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svn-id: r51311
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svn-id: r51310
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Bug #3017911: "AGI (Fan): SQ0 - Ego flickering". It is a regression from r49745,
as it appeared, some of the screen updates were too much.
svn-id: r51223
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* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
document it.
* Add more doxygen comments
* Cleanup
svn-id: r50963
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with -Werror.
svn-id: r50943
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svn-id: r50928
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svn-id: r50891
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AgiEngine class, and fixed a related bug, too
svn-id: r50607
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an already freed reference
svn-id: r50606
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svn-id: r50128
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svn-id: r50127
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svn-id: r50126
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#defines
svn-id: r50125
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svn-id: r50124
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be displayed. I hope this is the correct fix to keep Police Quest 1 from
hanging if you press Escape while reading the newspaper in the briefing room.
svn-id: r50072
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svn-id: r50049
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svn-id: r50048
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svn-id: r50033
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svn-id: r50032
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svn-id: r50031
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This makes it easier to quit the game during the text box in the King's Quest 3
into, and probably other places as well.
svn-id: r49881
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svn-id: r49870
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svn-id: r49845
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svn-id: r49843
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Without this parameter mass detection gave tons of false alarms.
Use globbing for narrowing down the depth search.
svn-id: r49788
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Since AGI distinguishes between PCSPK and PCJR/Tandy, make it as a
pseudodriver.
svn-id: r49782
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svn-id: r49781
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svn-id: r49760
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svn-id: r49758
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Now the sound subsystem of the engine finally is possible to grasp.
Also now it is obvious why CoCo3 sounds are not functioning.
svn-id: r49757
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FR #2813133: "AGI: Proper Tandy 3-Voice/IBM PCjr Sound Support".
Add proper Tandy music. Heavily based on NAGI source, thus attached
its X11 license.
To run it now use -e pcjr. Old one is still default for adlib but
most likely will be changed in the future.
Also lied ground for further separation of different sound generators.
svn-id: r49755
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svn-id: r49754
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svn-id: r49752
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FR #1913900: "AGI: MIDI support".
Currently it gets selected when Adlib is chosen. Finding a better
way to do it is a todo.
Also default instrument mapping is plain.
Based on original code by Jens. Christian Restemeier.
svn-id: r49751
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svn-id: r49749
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FR #1881179: "AGI detecting agi mouse". Always run ScummVM in
AGIMOUSE compatibility mode, thus no detection for it is
needed.
svn-id: r49748
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svn-id: r49747
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Bug #2825273: "AGI: KQ4: Dwarf sequence". Always allow ESC to work
in KQ4.
svn-id: r49746
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This fixes many subtle effects as in many cases there were no
special pausing and engine relied only on the slowliness of the
machine.
svn-id: r49745
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Bug #1875842: "AGI: Character loses final walking position".
Do not reset ADJ_EGO_XY if non-directional keys were pressed.
svn-id: r49744
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Bug #2825278: "AGI: KQ4: Swimming on land". Our drawing code was
not picture perfect, and thus priority screen was trashed by one
of Fills, i.e. the color leaked and took whole screen.
svn-id: r49743
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Bug #1945716: "AGI: Fan(Kings Quest 2 1/4) - Sprite not erased".
Added a workaround, since it is design flaw of our rendering
system.
svn-id: r49742
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svn-id: r49741
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svn-id: r49740
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svn-id: r49739
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Bug #2862508: "AGI: Black cauldron save through GMM". BC does not
have input line, and that was used for determining that user
can save. Added special case for BC, so it is always allowed to
save. In fact, original does not allow saving in some rare
occasions, but that will require analysing of variables, which
is a gross hack.
svn-id: r49738
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