Age | Commit message (Collapse) | Author |
|
* Return pitch -= 6 to females, this brings the pitch closer
to zero
* Add array of indices which ensures, that we use as many voices
as we can.
|
|
* Add checks if ttsMan != null before trying to use it
* Simplify startSpeech
* Move haut to startSpeech and pass the character index to
the startSpeech instead.
|
|
|
|
Remove debuging outputs
Remove commented iconv implementation of text conversion to UTF-8
|
|
The waitSpeech should use the old code, when just sound is playing
(the TTS isn't speaking).
|
|
|
|
|
|
|
|
|
|
Also-By: Matthew Hoops <clone2727@gmail.com>
|
|
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
The engine data files should be included in the package, so downloading
may not be the best suggestion. Instead refer to the README.
|
|
|
|
|
|
|
|
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.
|
|
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.
|
|
|
|
|
|
|
|
|
|
_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
|
|
Some backends like GCW0 do no support graphics >320x240 due to
the hardware limitation (downscaling is possible but it will ruin
the pixel hunting which is often part of the gameplay).
Instead of manually updating the list of engines, we now introduce
a new dependency.
I marked all relevant engines, but some, like tinsel, require more
work with putting their relevant high-res games under USE_HIGHRES
define.
|
|
|
|
This file has a different format from menufr.mor and menual.mor and
we don't support it. Trying to use this file would lead to wrong menu.
If the game version does not contain menufr.mor it has to get the
menu from the DAT file.
|
|
This was broken in previous commit when adding support for versions
that do not have this file.
|
|
|
|
|
|
|
|
Checked against french and german versions. “Your are alone” text isn’t
centred in original code.
|
|
|
|
To give credits to the original authors and developers.
|
|
|
|
|
|
|
|
MORTEVIELLE: Added missing mesgId handling for 3rd intro screen
|
|
|
|
This message is displayed during disk access, so it is not visible as
is in ScummVM version, a delay is required. Also delay should hide the
mouse to prevent frozen screen.
|
|
because Pascal code is base 1
|
|
|
|
|
|
The improved German translation version is based on the original
German version but uses the engine data file instead of the original
data files for texts and menus. However currently only the menu has
been improved and the rest is still identical to the original German
version. So comment out the detection until somebody volunteers to
improve the German texts.
|
|
|
|
|
|
|