Age | Commit message (Collapse) | Author |
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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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Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
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This is now generated automatically by the configure script from the
engine directory names.
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This is the third and final commit enabling fully pluggable engines.
Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
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This is the second part of allowing engines to be added dynamically.
Each folder in engines/ which must contain a file named "engine.mk"
containing the make definitions for that engine.
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This is the first part of allowing engines to be added dynamically.
They are placed into a folder in engines/ which must contain a file
named "configure.engine" to add the engine, which is pulled into the
top level configure script automatically.
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Adding detection for more fan games
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The fan game SQ0 does this (for '7up', among others), and this caused us
to skip all words starting with an 'a'. Bug #3615061.
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RFC: Pluggable Engines: I18N: Move specification of engine specific files to enginedir/POTFILES
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