Age | Commit message (Collapse) | Author |
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Those set some DOS timer interrupt related to sound.
Seems to be unnecessary for us.
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While the other parts in the series are mostly hard-coded,
they are small, simple and monotone enough that I might just
think about implementing them some day...
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This fixes the sidescroller levels (like the bees and butterflies)
in Little Red.
I really wonder if this breakage had other effects too...
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This fixes the missing resources in the screen where Little Red
has to find the animals' homes for them.
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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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This fixes the crash when selecting an animal in the "Languages"
screen.
Interestingly, the German names of the animals are partially
wrong... And for "Das Schmetterling" (sic!), even the recorded
speech sample is wrong.
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Luckily, it apparently didn't have any visible symptoms...
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Should close bug #3534287.
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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 complete rewrite of the AdLib players for ADL and MDY/TBR
files in the Gob engine.
Major changes
1) The AdLib base class is now completely separated from all file
format code and can theoretically be used by any OPL2-based
format (within reason)
2) The new code is far better documented and more readable
3) The MDY player now actually works. The MDY/TBR format is
in reality the MUS/SND format created by AdLib as a simpler
alternative to the ROL format
4) Since the MAME emulator is quite buggy and leads to noticable
wrong percussion in the Gobliins 2 title music, the new AdLib
player will try to create a DOSBox OPL. If it's not compiled in,
or if the user configured opl_driver to "mame", it will print
out appropriate warnings.
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ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" logic.
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Geisha's Penetration minigame should be complete now.
This also means that Geisha is now basically complete.
The only thing missing is the MDYPlayer, but since the
music is only played once during the title screen, and it
has a PCM-based fallback (which is currently played), this
is low priority.
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Since shooting does not yet work, we're just getting mauled by them...
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Still no bullets, though :P
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You can actually move diagonally now
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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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The German strings have been changed from the original, to fix the
horribly broken German.
Someone should probably check the Italian and Spanish strings too.
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Shots don't result in bullets yet, though
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A remnant of when we were still doing dithering color LUT
creation at startup
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logic.
All uses of the old target scale API actually wanted to disallow scaling of
the mouse cursor. This commit adapts our API to this and thus simplifies
backend implementations.
Some backends, most notable the Wii and Android, did some implementation of
the cursor target scale, which I didn't adapt yet. I added a TODO for the
porters there.
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Still hidden for now.
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When the cursor name is "", then that cursor is drawn by the scripts
instead of loaded from cursor32.dll. That cursor does not have its own
palette then.
Fixes the cursors in the "paint" game in Adibou2.
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