Age | Commit message (Collapse) | Author |
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This simplifies the code and bring it closer to the original source code.
This should help if we need to debug issues in the future.
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This was a regression from commit fa3d3e3 and this fixes part of
bug #7113 DRASCULA: Serious sprite glitches.
The original uses extraSurface to draw text in draw_abc() in the
Spanish version while other languages use tableSurface. But in
ScummVM this was changed to use tableSurface for all languages.
However this caused an issue in chapter 6 when displaying the
inventory has it is also using tableSurface, as it was for all languages
in the original. While using the same surface works for other
languages, in the Spanish version we get the wrong background in
the inventory.
Rather than revert to using extraSurface for drawing text which is
a big change and impact all the chapters, I have opted to simply
swap the usage of the tableSurface and extraSurface in chapter 6
for the Spanish version compared to the original engine. The
changes therefore only impact chapter 6 and only the Spanish
version. I played the chapter in full to check that it indeed works
without causing adverse effects.
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There was an unhandled case in chapter 2 when the character is at
the exact Y location and close to the X location to where we asked
him to walk. The code started the walk but without properly setting
the curDirection and trackProtagonist variables. This resulted in the
walk never stopping.
I checked what the original source code is doing for this case and
implemented it in the same way: the character does not start walking.
This fixes bug #7112: DRASCULA: protagonist walking off the screen
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Explain #5903 DRASCULA-IT bug fix
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Fix bug #5903 DRASCULA-IT: Crash/graphic glitch at castle towers
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This removes the superfluous talkHeight, talkWidth and timeDiff
variables. It also changes _loadedDifferentChapter to be a boolean
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A memory leakage was traced down to a failure to call the engine destructor.
This was due to the engine directly calling OSystem quit() i.e. _system->quit(), rather than
just allowing engine::run() to return.
Have removed this code and implemented the changes required to allow graceful Quit/RTL to occur.
svn-id: r55583
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svn-id: r50890
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svn-id: r49718
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svn-id: r49712
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- Merged copyRect and copyRectClip
- Added enums for all the possible character directions and removed duplicate directions
- Extended the talk sequence commands a bit
- Removed unnecessary buffer faceBuffer and the unneeded casts between byte * and char * that were used
svn-id: r34503
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svn-id: r34462
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- Removed the rest of the game static data (staticdata.h)
- Some naming convention fixes (added underscore to some shared variables)
- Renamed objeto -> object
svn-id: r32628
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svn-id: r32609
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svn-id: r32599
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