Age | Commit message (Collapse) | Author |
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Protects against cases where a non-existing script is referenced.
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Fix system menu in OS
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Powered by astyle.
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This fixes most cases of incorrect palette on savegame loading.
Thanks to yaz0r for this fix.
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find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
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Some backends may break as I only compiled SDL
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Rats' Maze.
This converts the assertion on selection of null background into a test and warning.
svn-id: r55201
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svn-id: r51937
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svn-id: r50250
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Bug #2812694: "CINE: Operation Stealth german crash". Our code
assumed that there exists only 256-color version which is not
the case for German version. Added code to store background
format. Old savegames are broken and could not be fixed.
Bumped savefile version.
svn-id: r49699
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svn-id: r49095
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svn-id: r48843
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svn-id: r48764
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svn-id: r48287
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svn-id: r47556
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svn-id: r47541
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This makes sense as a default for CLUT8 modes, but not really
for anything else. As part of the gsoc2009-16bit merge, the
default was changed to "all ones", with extra code in the SDL
backend to truncate this to the depth of the mode. However,
"all ones" (white) still isn't a very useful default for RGB modes.
So rather than jumping through hoops to provide a bad default,
it's better to remove the default altogether. Engines which relied
on the old default of 255 have been updated to specify it explicitly.
svn-id: r47118
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svn-id: r44264
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Amiga version of the game.
svn-id: r44263
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highlight selection is still wrong though.)
svn-id: r44231
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svn-id: r44229
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svn-id: r44224
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Future Wars.
svn-id: r44222
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"OS: Assert starting demo (regression)".
svn-id: r43743
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- Now the doors actually do revolve when before they didn't.
- The fix was to alias the 9th background with the collision
page directly when loading collision page data. This way
changes written to the 9th background go to the collision
page and vice versa (And there were changes in the labyrinth).
- Also converted _bgTable from a pure array to a Common::Array
svn-id: r41453
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Also fix some bugs that came up in testing of Cine::Palette.
svn-id: r41386
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svn-id: r35648
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refreshPalette-function compliant with disassembly.
svn-id: r35118
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svn-id: r34840
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Operation Stealth.
svn-id: r34838
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svn-id: r34146
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What little testing I did, this seems to work, but more testing
would be nice.
svn-id: r34132
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Fixes bug #2058539: OS: Assert starting demo (regression).
May possibly also fix bug #2019344: FW: crash with Amiga Italian version (photocopy room),
but not sure about that because I couldn't reproduce the bug myself.
svn-id: r34065
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(Learned this from trying to implement convertPI1_2 i.e. gfxConvertSpriteToRaw myself to see if that was the problem with the Operation Stealth's labyrinth arcade sequence).
svn-id: r33976
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type 0 overlays (i.e. color sprites). Objects with negative frame values are supposed to be jumped over (Verified with disassembly).
svn-id: r33967
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conflicted with taking screenshots using Alt-s. Great. Hopefully F11 doesn't conflict with anything useful.
svn-id: r33877
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isn't used for anything else so one might as well use it for this.
svn-id: r33871
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and checked the original for how the oxygen gauge during the first arcade sequence looks like. They're some kind of sprites most likely and not just simply filled rectangles).
svn-id: r33826
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occasionally). Now using the Common::Rect for clipping, yay! It's good.
svn-id: r33811
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shadows a previous local.
svn-id: r33808
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FWRenderer::setCommand use a Common::String. Hopefully this might help with the command buffer overflow stuff, although this isn't a fix for the problem behind it, just a bandaid.
svn-id: r33793
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by the opcode 0x49 'o1_setDefaultMenuBgColor'. Should fix the 'text hard to read' problems.
svn-id: r33792
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(Negative colors are used for timed text boxes that are totally transparent, only the text is drawn).
svn-id: r33790
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