Age | Commit message (Collapse) | Author |
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svn-id: r35542
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svn-id: r35137
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svn-id: r35136
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svn-id: r35135
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refreshPalette-function compliant with disassembly.
svn-id: r35118
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svn-id: r35062
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svn-id: r35039
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svn-id: r35033
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cine engine
svn-id: r35032
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svn-id: r35031
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appropriate features
- Added a new method to the MetaEngine class, getMaximumSaveSlot(), and implemented it in all engines for which the listSavefiles() method is implemented (it goes together with the listSavefiles method). It is used to fill the unused save slots in the save/load dialogs of each engine, so that the user can create new save games in empty slots
- Unified the save/load dialog list numbering in the GMM load/save screens and in the load screen of the main menu (before a game is started)
svn-id: r34963
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svn-id: r34916
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svn-id: r34905
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EngineFeature comments
svn-id: r34896
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as discussed in patch #2122869
svn-id: r34854
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svn-id: r34840
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Operation Stealth.
svn-id: r34838
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svn-id: r34826
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svn-id: r34755
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confused with Engine::quitGame); also cleaned up engine.h a bit
svn-id: r34700
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need to be slightly tweaked to fix overloading errors/warnings)
svn-id: r34514
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svn-id: r34310
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svn-id: r34244
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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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svn-id: r34102
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svn-id: r34084
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This fix doesn't seem to break other Future Wars versions like r34039 did.
Some versions of TITRE.ANI use 15 for transparency color, others use 0.
Previously only one of the choices was supported, now both are recognized.
svn-id: r34081
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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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Removed incorrect transparency data used for logo. Now it's shown correctly.
svn-id: r34039
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Future Wars's Amiga demo is trying to load collision data files
'L8_MK.NEO' and 'L23_MK.NEO' that aren't supplied with the demo.
Previous code crashed when a file couldn't be found,
now it gives a warning instead.
svn-id: r34036
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This was caused by assuming in-place decompression is ok, it wasn't,
although AFAIK the original did decompression in-place too.
Changed unpacking to be done not in-place and the glitch vanished.
Also changed the unpacker to also handle uncompressed input data.
svn-id: r34034
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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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(regression)):
For Future Wars o1_compareGlobalVar now compares global variable 255 to be equal to everything.
The scripts probably tested global variable 255 for equality with some value (Maybe 143?)
to see whether copy protection was properly passed.
svn-id: r33950
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to unsigned 8-bit. Maybe this'll fix the crash in AdlibSoundDriver::setupInstrument() eriktorbjorn was getting in Future Wars when teleporting from the photocopier room to the swamp. There was a OPLWriteReg(_opl, 0x80 | car, reg->sustainRelease) call with sustainRelease = 65452. Now there shouldn't be any such calls made because the sustainRelease value is always 8-bit now. Hopefully this won't break anything.
svn-id: r33935
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svn-id: r33926
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33777,33781-33788,33790,33792-33793,33795,33797,33805,33807-33812,33815-33817,33819,33822,33826,33829,33837,33839,33844,33847,33858-33861,33864,33871-33873,33875,33877-33879,33886,33889-33892,33894,33896,33900,33902-33903,33919 via svnmerge from
https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk
svn-id: r33924
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svn-id: r33914
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features to allow/disallow loading and deleting saves
svn-id: r33909
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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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girl from the ropes and swimming to the surface. Some global variables related to mouse position weren't being updated in executePlayerInput, now they are and things seem to work. Also enables moving in the labyrinth arcade sequence at the palace.
svn-id: r33872
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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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Valgrind warning at sound.cpp:611.
svn-id: r33812
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occasionally). Now using the Common::Rect for clipping, yay! It's good.
svn-id: r33811
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loadMsg handle input data that has empty strings residing just beyond the input buffer (Thanks Valgrind :-)).
svn-id: r33810
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svn-id: r33809
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shadows a previous local.
svn-id: r33808
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svn-id: r33807
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