Age | Commit message (Collapse) | Author |
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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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engine option gets disabled for all Amiga games
also disabled for certain fanmade games, which
require a mouse.
defaults to enabled mouse
Engine options are not shown for previously
detected games until those games get redetected
If there is a way to handle those cases, please
fix.
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I forgot to remove that code in commit 0cb0a09 when I removed the
line that preceded it.
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Instead of factoring the volume into the tone attenuation it now scales
the volume table. This way it still uses the full table when playing
at a low volume and therefore keeps the 16 attenuation levels.
Also use kMusicSoundType instead of kSFXSoundType to be coherent with what
the MIDI output is doing (volume for both music and SFX is controlled by
the Music volume slider).
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This was a regression from ceb2909.
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A higher volume in the GUI resulted in a lower music volume (and
lower volume in the GUI resulted in higher music volume).
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This looks like a regression from commit 24bb5da: AGI: Add a layer of
abstraction between the sound chip and the two players
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Instead of allocate them with MAXPATHLEN as size, just give them the
size for the data that are going to be written on them.
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Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer.
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This is code that isn't used currently. Thanks to fingolfin for
pointing out these parts of the code
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The Amiga palettes were added in 16529e58e6, but were never used.
A new game-specific option has been added for the old Amiga palette
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