Age | Commit message (Collapse) | Author |
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renamed getflag() to getFlag()
renamed setflag() to setFlag()
renamed flipflag() to flipFlag()
preagi: renamed setFlag for this engine to setWinnieFlag
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Don't access variables directly, but through method
Shouldn't include any functional differences
Also changed several hardcoded values to the corresponding enums.
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Caused issues with mouse support (that AGI on DOS never had).
e.g. KQ1/KQ2 on end of mouse click move Graham automatically falls
into water.
The check was added in AGI3 only, but maybe non-DOS interpreters
had it before. Or maybe mouse support was actually implemented
differently. Needs more investigating.
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probably more accurate
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We now only offer the original VGA font (a few characters
were modified) and overwrite the extended set range with a
Russian set, when needed.
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After the VM Var 6 <-> ego direction change, this is required
Also our original behavior was inaccurate in that part as well.
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verified via disassembly
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We copied the wrong way see cycle.cpp
This fixes the fan game 13th disciple. bug #3563
Also cleanup
playercontrol variable is now a boolean
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Ego motion type change on newRoom() was only done for AGI3
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+ add extra security checks
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- Keep a non-lowercased user input copy for copying out words
- Check for user input word end after matching a dictionary word
- Fix detection of "a" and "i" words
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Reset key, when no valid .ascii was received.
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load/saving via ScummVM menu
Mixed up mother goose has an endless script loop, when no user name
was entered, which means restoring while in there would result
in us staying in the inner loop until the user entered something
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should probably get fixed at some point in backend
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Overwrite it, to make sure that original save/restore dialogs
look properly.
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agi-font-atarist.bin -> used for platform Atari ST
agi-font-amiga.bin -> used for platform Amiga
agi-font-dos.bin -> used for platform DOS
agi-font-fanmade.bin -> used for fan-made games
That way users can get a more accurate font.
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moved font stuff into GfxFont class
removed Mickey Mouse font data (is loaded from mickey.exe)
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AppleIIgs + Atari ST weren't available back then in the enum.
They now are, so I can use the Common one.
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should have been removed already.
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instead of having it hardcoded.
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- 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
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fixes crash in Manhunter 1, when looking at corpse right at the
start. Sound resource is actually corrupt (missing bytes).
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check curInstrument pointer inside midiNoteOff
also improving readability a bit by cleanup
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According to Apple IIgs emulator and recorded music on Apple IIgs,
it seems that stereo was reversed. Melody in games seems to be
playing on left channel and not on the right one.
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fixes several crash possibilities
including uninitialized .chn
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Tries to figure out the game version
It does this by scanning through all game scripts
Sadly there is no better way, because there is no common
location of the game version
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custom font is still used for fanmade games
i cannot test preAGI games, because I don't own
those.
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