Age | Commit message (Collapse) | Author |
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Also-By: Matthew Hoops <clone2727@gmail.com>
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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.
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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.
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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.
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Apparently contains a placeholder song or soundtrack. Download link in the sourceforge issue tracker.
https://sourceforge.net/p/scummvm/bugs/7117/
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gameid -> gameId
guioptions -> guiOptions
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_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
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This version has broken resources that corrupt the heap
(e.g. the menu header).
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Quoting from the Neverhood wiki: "The Hall of Records is considered to
be one of the longest and most tedious elements of the Neverhood, and
takes approximately nine to ten minutes to walk through".
This option allows the player to just skip past all of these tedious
storyboard scenes
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Some translated resources in Russian versions have incorrect unpacked
resource sizes. The original didn't perform checks for these, but we
do, thus we'll need to patch the unpacked resource sizes for each case
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An option has been added to use the original ones, if needed
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simplify game deletion
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- Enable return to launcher
- Remove obsolete comments
- Remove braces in single-line statements
- Remove unused non-transparent drawing code in BaseSurface::copyFrom
- Clean up mouse cursor insertion code in Scene class
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- Remove fallback detector (I think it's not needed)
- Rename Scene insertMouse methods
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- Remove debug resource dumping code
- Fix Scene1501 (pictures without sound weren't displayed/too fast)
- Move main loop to mainLoop method
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GMM, in-game isn't finished yet)
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