Age | Commit message (Collapse) | Author |
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Draw::_vgaSmallPalette was supposed to be a 16-color VGA
palette / EGA palette, but we've been using the first 16
entries of Draw::_vgaPalette for that for ages now.
The only parts where we didn't were codepaths never
actually taken in the gob games, so for the sake of
clarity (and fixing Coverity issues), this commit removes
those as well.
Fixes Coverity issues 1192648 and 1192649.
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This makes the bees level playable, removing the "lock-up".
Collision detection between Little Red and the bees and butterflies
doesn't work yet though, so they're just flying through her.
Nevertheless, the game seems to be completable now.
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The EGA version of Gobliiins comes with an MDY track.
While the original doesn't play it, we thought it might
be a nice idea to play it nevertheless.
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This is a workaround for how Lost in Time behaves in combination
with changes I made to the DataIO code for running Urban Runner
on low-memory devices.
Urban Runner's intro are far to big to have them copied into
memory for these devices, so I made the DataIO code return a
SafeSeekableSubReadStream into the opened archive stream instead.
Unfortunately, Lost in Time might not close a video file when it
closes the data file which it was originally in, especially when
loading a saved game. Since the video player needs to be able to
gaplessly continue a video and there does not, by itself, close
the video if not requested by the scripts, this leads to reading
out of an already closed stream in certain cases.
So, to worka round this issues, the video player tries to reopen
each currently opened video after a data archive was closed, to
make sure that that video is still available. If not, the video
is closed.
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- Cheat the Diving minigame to a win
- Get the mastermind solution
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The Geisha intro is now watchable
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Some backends may break as I only compiled SDL
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svn-id: r55727
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svn-id: r55634
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svn-id: r55633
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svn-id: r55630
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svn-id: r55629
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To make the meaning of the flag more clear and make the func
opcodes more similar to draw and gob opcodes.
svn-id: r55627
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svn-id: r55547
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svn-id: r55537
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svn-id: r55508
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svn-id: r55421
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svn-id: r55287
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This generalises the workaround added for bug #3018918 i.e. UOTODDV issue, to cover the
ICVGCGT case and hopefully all future cases, by executing the variable correction during
the reload after Game Over and using the variable read by the script triggering the movement lock, rather than the movement lock variable (59) itself as this may not be set until a later script.
svn-id: r54061
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svn-id: r53988
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Removing the need for class DataStream and that handle mess.
svn-id: r53984
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svn-id: r53952
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svn-id: r53491
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Replacing it (and some strncpy + manual terminating) with
Common::strlcpy()
svn-id: r53490
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svn-id: r52947
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Add
static const int kFrontSurface = 20;
static const int kBackSurface = 21;
static const int kAnimSurface = 22;
static const int kCursorSurface = 23;
static const int kCaptureSurface = 30;
to class Draw and substitute the raw numbers in other files with
those aliases, for readability.
svn-id: r51852
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This was present in the original interpreter.
svn-id: r50480
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and the unknown opcodes are now skipped as expected. (related to bug #3018918, only partially solved)
svn-id: r50209
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svn-id: r49068
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a check in o1_keyFunc. This fixes the animation speed regression
- Rename Amiga-specific protracker functions
- Rewrite winDecomp.
svn-id: r48011
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svn-id: r47839
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that windows are AT LEAST working
- Suppressed dirty traces. This has to be reviewed/rewritten. It looks better without.
- Add initialization of two variables in one exceptional case in winDraw. (Thanks Cyx)
svn-id: r47616
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things)
svn-id: r44495
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variables to unsigned makes the construction mode not crash anymore (though it now hangs in a loop)
svn-id: r43713
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svn-id: r42858
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svn-id: r42766
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svn-id: r42277
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svn-id: r42135
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svn-id: r42123
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svn-id: r42120
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svn-id: r42008
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class
svn-id: r41839
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svn-id: r41773
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svn-id: r41760
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svn-id: r41754
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