Age | Commit message (Collapse) | Author |
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Now even the length of a compressed stream is measured precisely and
the dubbing sounds exactly like the original.
svn-id: r50618
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Timing of speaking is not fixed yet.
svn-id: r50614
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svn-id: r50559
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svn-id: r50558
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Playing works well, but I am not enabling it in the game player yet, because
I have not implemented measuring the time duration of compressed dubbing,
which is needed in the (exclusively used) blocking mode.
svn-id: r50543
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svn-id: r50519
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svn-id: r50409
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svn-id: r50408
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slash: switch between the last held item and normal mouse
comma, period: replace the currently held item with the previous/next item in the inventory
Also, commented a bit better what happens when ESCAPE is present with respect to map
programs and cut-scenes.
svn-id: r50407
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This is the behavior of the original player. It is not necessary to click on
the hero.
svn-id: r50361
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select MDT_PREFER_MT32 or MDT_PREFER_GM
svn-id: r50288
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svn-id: r50128
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Without this parameter mass detection gave tons of false alarms.
Use globbing for narrowing down the depth search.
svn-id: r49788
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Now AD can search nested directories. By default it is turned off,
but there is new parameter to ADParameters struct. Usually value
of 2 is good enough for all purposes.
svn-id: r49653
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svn-id: r48936
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svn-id: r48935
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These functions are only used internally be Engine subclasses, and
by moving them to a separate header we can reduce indirect header
dependencies.
svn-id: r48934
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This greatly reduces indirect dependencies on several header files
from common.
svn-id: r48933
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svn-id: r48821
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svn-id: r48722
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svn-id: r48637
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svn-id: r48615
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After unfinished translation of the game, several inaccessible characters
have been left in the game files. Since the font does not contain all 256
characters, trying to draw them brings them random jump. I now properly
skip these characters.
svn-id: r48462
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The previous bugfix just hid the problem by removing an assert, but it might demonstrate
itself in another way later. This is a proper bugfix.
svn-id: r48460
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Inventory".
This patch corrects the valgrind fault, but may not be the ultimate fix.
This should be reviewed before backport to v1.1.0 branch.
svn-id: r48434
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svn-id: r48359
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svn-id: r48287
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svn-id: r48279
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(fixes bug #2907954: "DRAGON: Crash in Intro")
svn-id: r48147
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engines + GUI and proper keypad handling
svn-id: r48101
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svn-id: r48027
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svn-id: r47716
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sound/decoders/
svn-id: r47579
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svn-id: r47541
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svn-id: r47492
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svn-id: r47397
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svn-id: r47395
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Mixer::playRaw to Mixer::playInputStream
svn-id: r47375
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Also fix several recently introduced new/delete vs. malloc/free mismatches.
svn-id: r47369
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/ company.
Check this for reference:
http://en.wikipedia.org/wiki/Ad_Lib,_Inc.
http://www.crossfire-designs.de/images/articles/soundcards/adlib.jpg (note the upper left of the card)
This commit does not touch "adlib" and "ADLIB" uses!
Also it does not update all the SCUMM detection entries, which still use "Adlib".
svn-id: r47279
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svn-id: r47215
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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: r46326
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svn-id: r46323
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svn-id: r46320
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svn-id: r46316
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svn-id: r46299
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like megath just did in the TeenAgent engine.
svn-id: r46284
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without it (at least with Symbian OS GCCE 3.4.3 and CW 2)
svn-id: r46213
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It seems that the mouse was simply on the below line and triggered the switch
to the map without the user realizing.
svn-id: r46171
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