Age | Commit message (Collapse) | Author |
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This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
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The Italian CD release of Dreamweb (available on
https://www.scummvm.org/games/) was not properly
detected (the floppy version was detected, so
speech stayed disabled).
Added a proper entry to fix the issue.
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Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
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_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
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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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This allows to keep the engines to specfiy the files for translation close to
the engine sources itself.
Thanks to criezy for his suggestion on this approach.
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Changed REGISTRA to ACCEDI for better user convenience.
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"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
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Also changed the German HELP command to HILF at the translator
request (which means both HILF and HILFE work since the parser
only matches the start of the string).
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This affects the Console / debugger classes of multiple engines.
An alternative solution would have been to remove the unused _vm
member vars. However, it seems likely that in the future, the _vm
member could be useful for methods added to the console. So instead,
we add a simple assert(_vm) to silence the clang warning.
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While location 15 doesn't actually exist, this makes roomPics more
consistent with the roomsCanGo array.
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SimSaw found the Italian user manual and it uses REGISTRA. So I
changed the translation in-game to use the same.
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The original interpreter only used english commands in the terminal
even when playing one of the localised version (and even though
everything else in the terminal was localised). This adds the possibility
to either use the English commands or the localised ones.
Localized commands have been added for French, German (thanks to
SimSaw, who also proposed that idea) and Italian (thanks to Maff).
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This fixes bug #3590814.
The case for KP0-KP9 can probably be removed as it should be
handled by the case above. But I don't have a keyboard with
keypad to test. So I am leaving it for now.
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This provides earlier detection for corrupted savegames caused by
bug #3591088
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This should detect (and trigger asserts on) the kind of ex frame
data corruption in bug #3591088.
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It could re-delete previously deleted objects, causing
ex data (frame/text) corruption. This is the likely cause of bug #3591088.
Asm conversion error from eaf87bdfa7ac279f736c03b25af94ac1df3b31ce.
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This is partly for readability and partly to avoid any possible
portability issues i.e. though they should be the same, size_t is
defined by system headers, whereas uint is defined within our build
system.
Also, replaced a array size calculation with our ARRAYSIZE macro.
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