Age | Commit message (Collapse) | Author |
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Loading and returning from subscripts alters the _variables
used, thus are not guaranteed to create a valid save state.
Loading a save should be valid at any time, as long as the
active script being run is restored to the base game script.
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If the user enters in an invalid description for the save then it will be
simplified by the saved name cache process in Script::savegame.
I checked this with t7g, but not with the 11th guest or any other Groovie game.
The original in-game loading/saving can still only access the first 10 save
slots (0-9).
Its possible to saving via the GMM when the game is interactive.
Loading a game saved via the gui using the original in-game load menu
works fine.
Saving via the GMM with timestamp works, but only only saves the characters
up to the first non-alpha non-letter characer.
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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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Engines should only have to call one set of functions and not decide between the two. In fact, the 'emulation' API was documented to just call the 'real CD' API.
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This is now uneeded as the GUI debugger superclass implements the same
functionality and this removes a bunch of complexity from the Groovie
engine debug calls. Also, removed groovie prefix from the debug flag
naming as unecessary as these are within the Groovie namespace.
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Needed for alpha
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It didn't work properly, it's not what the original did, and spooky mode needs to be implemented completely differently
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This removes the "iOS" speed setting, where some movies could get out
of sync. Two movie options are now available, "normal" and "fast" movie
speed, which is the old "tweaked" setting. With the "fast" movie speed,
the movie speed is changed to match that of the iOS version, but only
in movies with sound. Movies without sound (like the supernatural
animations, i.e. the "teeth" icon in-game) are still played at their
regular speed, to avoid music sync issues.
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T7G's music framework uses either all external or all XMIDI, so assume if one
external song is present, the entire music pack is.
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More fitting now that other music formats can be used now
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Conflicts:
engines/groovie/script.cpp
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Conflicts:
audio/decoders/qdm2.h
common/util.cpp
engines/groovie/music.cpp
engines/groovie/resource.h
video/qt_decoder.cpp
video/qt_decoder.h
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Some backends may break as I only compiled SDL
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These two speed modes enable faster movement throughout the mansion.
iOS mode matches the behavior of the official iOS release while
tweaked mode additionally uses original framerate for 'teeth'
animations.
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svn-id: r55850
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svn-id: r54148
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This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.
Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.
svn-id: r53399
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- Obey the mute setting.
- Report the supported music types.
svn-id: r52633
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svn-id: r51495
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* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
document it.
* Add more doxygen comments
* Cleanup
svn-id: r50963
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svn-id: r50840
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be found. The intro music in the Mac version now plays.
svn-id: r50564
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svn-id: r49678
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- Removed AudioCDManager Singleton, and changed code for using AudioCDManager in OSystem.
- Added initialization code for new AudioCDManager in BaseBackend and OSystem_SDL.
svn-id: r49548
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- Rewritten T7G's font code to subclass Graphics::Font and make it cleaner.
- Use theme fonts for the Mac version of T7G (which used ugly system fonts
originally). With this the Mac version should be completable.
- Cleanup include interdependencies.
svn-id: r49487
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svn-id: r49005
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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: r46116
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creation/destruction, like the rest of the groovie engine parts, and resolve a potential issue that Microsoft claims to be severe (warning C4355, read more here: http://msdn.microsoft.com/en-us/library/3c594ae3.aspx)
svn-id: r44303
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solution proposed in "Case agnostic handling for directories (and files)" on -devel.
svn-id: r44266
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svn-id: r43598
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