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2018-11-14KYRA: (EOB II FM-TOWNS) - fix mouse cursor hot spotathrxx
2018-11-14KYRA: (EOB) - fix minor graphics glitch in FM-TOWNS versionathrxx
(wrong text box shading in certain cut scenes)
2018-11-14KYRA: (EOB) - fix 16 bit mouse cursor color keyathrxx
2018-11-14KYRA: (EOB) - fix load menu graphics glitchathrxx
Cut off long save slot descriptions from the GMM save dialogue when they're displayed in the original load menu.
2018-11-14KYRA: (EOB) - add support for FM-Towns version of EOB IIathrxx
2018-11-14KYRA: (EOB) - fix thumbnails for special casesathrxx
(EGA dithering, 16bit mode, Japanese font rendering)
2018-11-14KYRA: add 16bit mode required for EOB II FM-TOWNSathrxx
2018-11-14KYRA: implement SJIS features required for EOB II FM-Townsathrxx
- low res font drawing for intro and outro texts - fat print mode for ingame texts
2018-11-14KYRA: (EOB) - minor cleanup of shape drawing codeathrxx
2018-11-14KYRA: minor cleanupathrxx
(rename some variables in Screen::drawShape for better readability)
2018-11-08KYRA: (EOB) - fix possible null pointer derefathrxx
2018-11-06KYRA: (EOB) - fix bug in dispel magic spellathrxx
This bug would occur when casting dispel magic while the weapon slots were temporarily disabled (from using a weapon etc.). This could lead to permanently disabled slots.
2018-11-05KYRA: (EOB) - improve debuggerathrxx
- added print_map command which prints a map of the current level - fixed open_door/close_door commands
2018-11-02KYRA: fix EOB II sound glitchathrxx
This is a workaround for a premature sfx (original code/script bug) in a specific sequence in catacombs level 2.
2018-11-02KYRA: - fix EOB II graphics glitchathrxx
Catacombs level 3 doors were not drawn completely.
2018-10-28KYRA: (EOB) - fix broken quickstart partyathrxx
regression from 00e59a31 - savegames without thumbnails (like the quickstart party) would raise an error message.
2018-10-28KYRA: (LOL) - fix for ticket #9831 (Lands of Lore: Japanese text is ↵athrxx
displayed overlapping) It seems that I broke this after 1.5.0 in 2013 when adding support for the FM-Towns version.
2018-10-28KYRA: (EOB) - minor fix for EOB 1 monster hit chance calculationathrxx
2018-10-28KYRA: (LOL) - clean up sound map data formattingathrxx
This is a followup to the fix for bug #10665 (Urbish mines lobster having an invalid sound track number and causing invalid memory access).
2018-10-25KYRA: Fix Urbish Mines Lobster Monster Crash in LOL.D G Turner
This occurs because of an out of buffer access when trying to play the monster sound effect. This is bug Trac #10665.
2018-08-17JANITORIAL: Removing trailing spaces after int castsPaul Gilbert
2018-05-06KYRA: Mark always-false condition as TODOAdrian Frühwirth
2018-05-05ALL: Use CLIP to clip volumesAdrian Frühwirth
2018-04-19JANITORIAL: Fix whitespaceAdrian Frühwirth
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian Frühwirth
This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
2018-03-28KYRA: Add method override statementsEugene Sandulenko
2017-12-26LOL: Fix detection entry for LOL Japanese (Bug #9828)Matan Bareket
2017-12-26KYRA: Added detection entries for LOL Japense PC9821 version - Bug #9828Matan Bareket
2017-12-26KYRA: Added detection entries for LOL German version - Bug #9557Matan Bareket
2017-12-26KYRA: Added detection entries for LOL Chinese Floppy version - Bug #7893Matan Bareket
2017-12-26KYRA: Added detection entries for LOL Spanish Floppy version - Bug #9699Matan Bareket
2017-11-10Merge pull request #1041 from criezy/variadic-undefinedThierry Crozat
Fix undefined behaviour in variadic functions
2017-10-07ENGINES: Remove default1x scaler flagColin Snover
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.
2017-10-06KYRA: Fix undefined behaviour in variadic functionsThierry Crozat
Passing a type that undergoes default argument promotion as last argument of a variadic function results in undefined behaviour.
2017-08-06JANITORIAL: Silence more GCC 7 warningsTorbjörn Andersson
All these fall through were marked as deliberate, so again I've only changed the comment to silence GCC.
2017-07-27VIDEO: Allow setting the mixer sound type used to play audio tracksBastien Bouclet
2016-12-08ALL: Leave out instructions for engine data issuesBen Castricum
2016-12-06ALL: replace 2 more 'download engine data' instructionsBen Castricum
2016-11-29ALL: save file => saved gameBen Castricum
2016-11-29ALL: game state => saved gameBen Castricum
2016-11-26KYRA: Update POTFILESrootfather
2016-10-31JANITORIAL: TyposAlexandre Detiste
I've not fixed this one, maybe it's on purpose: RELASE -> RELEASE engines/mads/staticres.cpp:const char *const kGameReleaseTitleStr = "GAME RELASE VERSION INFO";
2016-10-25KYRA: (LOL) Fix buffer overflow in _lastOverridePalFileWillem Jan Palenstijn
It was storing filenames of length 12 in a char[12] buffer. Fixes bug #9627.
2016-09-18ALL: Homogeneize use of 'saved game' in messagesThierry Crozat
2016-08-30Merge pull request #788 from Tkachov/cloudEugene Sandulenko
ALL: Add Cloud storage support
2016-08-27KYRA: (LOL) - fix #7183 (LOL-CD: game crashes and exits when ↵athrxx
looking/picking item)
2016-08-24ALL: Make simpleSaveNames() a MetaEngineFeatureAlexander Tkachev
Added it into hasFeature() of all engines which returned `true` in simpleSaveNames() before. As mentioned in #788, SCI is not always using simple names, so it doesn't have such feature now.
2016-08-24KYRA: Fix openSaveForWriting() to return OutSaveFileAlexander Tkachev
2016-08-24CLOUD: Make OutSaveFile start saves syncAlexander Tkachev
It had to become a proxy class in order to do that. finalize() starts the saves sync.
2016-08-24ALL: Add MetaEngine::simpleSaveNames()Alexander Tkachev
Engines with "simple" savenames would support "Run in background" in save/load dialog and gradual save slots unlocking. Other engines save/load feature would be locked until save sync is over.