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2019-11-11MORTEVIELLE: Fix Missing Default Switch CasesD G Turner
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-03ENGINES: Stop using 'single id'Bastien Bouclet
2019-11-03ENGINES: Add an engine ID to all the enginesBastien Bouclet
2019-09-29MORTEVIELLE: The game doesn't use MIDI, mark it as such.Henrik "Henke37" Andersson
2019-09-01MORTEVIELLE: Improve voice mapping to characters.Jaromir Wysoglad
* 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.
2019-09-01MORTEVIELLE: Refactoring as suggested by CriezyJaromir Wysoglad
* 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.
2019-09-01MORTEVILLE: Stop speech when pressing F8.Jaromir Wysoglad
2019-09-01TTS: Remove unneeded codeJaromir Wysoglad
Remove debuging outputs Remove commented iconv implementation of text conversion to UTF-8
2019-09-01MORTEVIELLE: Return old code to waitSpeechJaromir Wysoglad
The waitSpeech should use the old code, when just sound is playing (the TTS isn't speaking).
2019-09-01MORTEVIELLE: Remove unneeded TTS codeJaromir Wysoglad
2019-09-01MORTEVIELLE: Map characters to different voicesJaromir Wysoglad
2019-09-01MORTEVIELLE: Add text to speech capabilityJaromir Wysoglad
2018-12-19ENGINES: Add GUIErrorMessageFormat to replace duplicated functions (#1455)Cameron Cawley
2018-12-10ENGINES: Normalize the getName() result of metaenginesBastien Bouclet
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-08-17JANITORIAL: Removing trailing spaces after int castsPaul Gilbert
2018-05-01MORTEVIELLE: Push down the AD includesBastien Bouclet
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.
2018-03-26MORTEVIELLE: Let listSaves return list sorted on slot numbersAdrian Frühwirth
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.
2016-12-08ALL: Leave out instructions for engine data issuesBen Castricum
2016-12-06ALL: Change instructions for engine data file issuesBen Castricum
The engine data files should be included in the package, so downloading may not be the best suggestion. Instead refer to the README.
2016-12-06ALL: Unify 'wrong version of engine data' messageBen Castricum
2016-12-06ALL: Unify 'corrupted engine data' messageBen Castricum
2016-12-05ALL: Unify 'missing engine data' messageBen Castricum
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.
2016-08-24ALL: 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.
2016-07-28MORTEVIELLE: Fix debug channel initializationEugene Sandulenko
2016-06-08MORTEVIELLE: Use ### as save file patternEugene Sandulenko
2016-05-02MORTEVIELLE: Fix warningEugene Sandulenko
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-03-05CONFIGURE: Introduced new engine dependency: highresEugene Sandulenko
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.
2015-11-27MORTEVIELLE: Reduce the scope of a variableStrangerke
2015-09-14MORTEVIELLE: Do not try to use menu.mor fileThierry Crozat
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.
2015-09-08MORTEVIELLE: Fix loading of BRUITS fileThierry Crozat
This was broken in previous commit when adding support for versions that do not have this file.
2015-09-08MORTEVIELLE: Fix a couple of crashes occurring in the alternate DOS versionStrangerke
2015-09-07MORTEVIELLE: Use engine data file for french version without menufr.morThierry Crozat
2015-08-19MORTVILLE: Add detection for the version reported in #6575Strangerke
2015-01-29MORTEVIELLE: fixed text positionChris Apers
Checked against french and german versions. “Your are alone” text isn’t centred in original code.
2015-01-27MORTEVIELLE: added starting screen string index constantChris Apers
2015-01-27MORTEVIELLE: added starting screenChris Apers
To give credits to the original authors and developers.
2015-01-26MORTEVIELLE: added missing inter screen messagesChris Apers
2015-01-25MORTEVIELLE: 1sec seems to be far enough hereChris Apers
2015-01-25MORTEVIELLE: more drawBox() adjustmentsChris Apers
2015-01-24Merge pull request #570 from chrilith/mortevielle_3rdintroArnaud Boutonné
MORTEVIELLE: Added missing mesgId handling for 3rd intro screen
2015-01-24MORTEVIELLE: alternatively we can make it local to delay()Chris Apers
2015-01-24MORTEVIELLE: Added missing mesgId handling for 3rd intro screenChris Apers
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.
2015-01-23MORTEVIELLE: Fixed read index parsing alert stringschrilith
because Pascal code is base 1
2015-01-23MORTEVIELLE: Fixed drawBox() to match original codechrilith
2014-10-28MORTEVIELLE: Remove trailing whitespaceFilippos Karapetis