Age | Commit message (Collapse) | Author |
|
(I probably broke that in 04e85a0f)
|
|
The optional green potion that can be made at the alchemists' crystals can lead to invalid memory access. The animation frames aren't properly cleaned up like in the snake poisoning sequence.
I just add the same handling as as workaround.
|
|
|
|
(maintain smooth mouse cursor movement during shakes)
|
|
(the FM-TOWNS version has a better shake animation)
|
|
(irrelevant to the game, since this function isn't used, but I like to fix it nonetheless)
|
|
This has become too fast for modern systems and needs an extra delay. Otherwise the screen shake won't be actually noticed.
There seem to be other issues with shakeScreen outside the Kyra code that have to be addressed separately (improper scaling of the shake offsets).
|
|
|
|
|
|
This commit extends a fix that was previously limited to the EOB games. It seems that the later games can also have situations where this becomes necessary (e. g. I noticed that the HOF title music went missing when aborting the intro via left click).
|
|
|
|
It doesn't come as a big surprise that the original handles this more or less in the same manner as LOL.
The Kyra games usually don't play many sfx at once. That's probably the reason why this never came up before.
|
|
(y-coords for certain doors off by a few pixels)
|
|
- added a missing function that causes keyboard key presses to trigger certain sound effects
- improve keyboard responsiveness during idle animations (HOF only)
|
|
This piece of code is not functional as the test will always evaluate
to false so hiding this with a preprocessor guard will not cause any
functional change. It is now clearly marked with FIXME and TODO along
with a comment for future reference.
|
|
(this could happen if you create a new character, then immediately delete it, then return to the main menu via Esc and then load a save file)
|
|
|
|
|
|
Unlike the original, ScummVM intends to allow EOB1 party transfer between any versions (Amiga->DOS or vice versa). Now, this also works from PC-98 to non-PC-98.
|
|
|
|
- in nightmare sequence in dungeon level -4
- can not always be noticed
|
|
(this has to be done a bit different for PC-98, since - unlike the other currently supported platforms - PC-98 has ingame music)
|
|
|
|
|
|
The original adds a delay after track 28.
|
|
Don't use y-coords from LOL-PC98 (which are all 4/8 aligned due to its use of the text mode instead of graphics mode)
|
|
(eliminate some duplicate code for dirty rect handling)
|
|
|
|
Seems that I accidently removed some of digitall's changes while rebasing (I moved that particular code block to a new function).
|
|
The PC98 version has as slightly different layout for the character stats page.
|
|
Object now destructs cleanly even before init() has been called. This has no practical relevance, but should be fixed nonetheless.
|
|
|
|
(The PC-98 version has its own unique ending sequence)
|
|
|
|
|
|
(unlike LOL/PC98 we have the same key codes as in the DOS version)
|
|
|
|
|
|
|
|
(no block drawing yet)
|
|
sjis font
The assumption till now was that PC-9801 games in 16 color mode will always use text mode for text display. However, EOB1 uses text mode for intro and ending sequence and graphics mode for ingame.
Add new font variant for this and also do some cleanup, since the text displayer code really needs it.
(The problem is that at least 3 different Japanese publishers did the Japanese ports for the various games and every one of them did his own hacks for his specific target.)
|
|
|
|
|
|
The PC98 version has a modified version of decodeFrame4() and also requires planar decoding (similiar to Amiga).
|
|
- hook up static resources, sound code, etc
- nothing really working yet, though (except the music)
|
|
|
|
|
|
|
|
(The Amiga version has as special warning message if the spell has already been cast on a character. This warning was not displayed).
|
|
Seems that some font glyphs that were used for the print_map command aren't present any more. I replaced them with more conventional glyphs.
|