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2015-12-28NEVERHOOD: Remove superflous default value registration for extra GUI options.Johannes Schickel
2015-12-15NEVERHOOD: Update resource patches for the DR version - fixes bug #6913Filippos Karapetis
Some of the resource patches needed to be modified to work with the latest changes to the DCL decoder
2015-10-22Merge pull request #621 from eriktorbjorn/neverhood-carFilippos Karapetis
NEVERHOOD: Possible fix for bad car behaviour
2015-10-18NEVERHOOD: Pass NPoint as position instead of X in two more casesTorbjörn Andersson
According to johndoe it's correct to pass the entire coordinate, rather than just X, to the car in these cases as well. I can't tell any difference at all in the behavior, but I guess it doesn't hurt either. After all, we can easily zero the Y coordinate, if we ever want to.
2015-10-11NEVERHOOD: Possible fix for bad car behaviourTorbjörn Andersson
This is something I found when trying the savegame from bug #6932, but I still don't know if it actually is that bug. From what I understand, there are two different cases in the moveCarToPoint() method: One where you click on a different section on a track than you're on, and one where you click on the same section on the track that you're on. In the latter case, it sends message 0x2004 to the car, which is then handled by AsCommonCar::handleMessage(). That one will assume that the parameter is a point, but this can also be encoded as an integer with 16 bits for the X coordinate and 16 bits for the Y coordinate. See MessageParam::asPoint(). If we only pass an X coordinate to the message, the Y coordinate is assumed to be 0, and we do this in a couple of places. I do not know the exact implications of that, but in the two cases I've changed here, it meant that clicking on the track below the car would still make it go up, because it thought you were travelling towards the top of the screen. So I think this is the appropriate fix, but even if it is, I do not know if it's enough or if it should be changed in other places as well.
2015-10-05NEVERHOOD: Don't crash when loading savegames with a high slot IDOri Avtalion
2015-01-21JANITORIAL: Remove unnecessary semicolonsTorbjörn Andersson
2014-12-07NEVERHOOD: Remove duplicate file hash definitionFilippos Karapetis
2014-12-07NEVERHOOD: Remove duplicate definesFilippos Karapetis
These have been left behind after the split of the scenes and the scene sprites. Thanks to fingolfin for pointing out the duplicate defines
2014-10-28NEVERHOOD: Remove trailing whitespaceFilippos Karapetis
2014-07-07NEVERHOOD: Play a single sound when losing the memory puzzle (bug #6672)Filippos Karapetis
When the memory puzzle is reset, each revealed tile gets hidden again. When a lot of tiles were hidden, the multiple clicking sounds would fill the available sound slots. To avoid this, only a single click is sounded when losing
2014-06-30NEVERHOOD: Fix uninitialized variables in Sprite (bug #6663)johndoe123
2014-06-28NEVERHOOD: Fix for uninitialized variables for car ride logic.D G Turner
This fixes bug #6661 NEVERHOOD: Uninitialized variable during car ride.
2014-06-28NEVERHOOD: Initialize _newMoveDirection. Valgrind complained.Torbjörn Andersson
2014-06-26NEVERHOOD: Implement clipping in BaseSurface::copyFromjohndoe123
This should hopefully fix the crashes in the Hall of Records as mentioned in bug #6513.
2014-06-05NEVERHOOD: Fix radio part of bug #6513 ("Some nasty bugs")Torbjörn Andersson
This clears the radio music variable when leaving the room. I've discussed with johndoe123 and he says this is what the original does. (You could also get the same effect by clearing it when entering the room.)
2014-05-27ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd.Johannes Schickel
2014-05-27ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf.Johannes Schickel
2014-05-05NEVERHOOD: Fix memory leak from static data loading.D G Turner
This is occurring due to duplicate entry ids, which should probably not be present.
2014-05-05NEVERHOOD: Fix memory leak in BaseSurfaceTorbjörn Andersson
I hope this will help the memory leak reported as part of bug #6513 but my computer isn't quite up to the task of doing any extensive Valgrind testing.
2014-05-04NEVERHOOD: Fixed off-by-one error in getTextIndex3()Torbjörn Andersson
This is the same fix that was applied to getKloggsTextIndex() some time ago. It restores a missing Willie nonsense letter. While I haven't actually verified for myself that this letter appears in the original game, it is referenced in Wikipedia's article about Absalom.
2014-05-04NEVERHOOD: Fixed one of the issues in #6513Torbjörn Andersson
The getKloggsTextIndex() function would return 40 twice in a row when wrapping around. This caused one of Willie's nonsense letters to appear instead, since they're supposed to trigger when getTextIndex1() returns the same result more than once. The same bug also appeared (and has been fixed) in getTextIndex3(), but there it just caused the same nonsense letter to appear twice.
2014-04-17NEVERHOOD: Fix bug #6540: 'NEVERHOOD: lightswitch graphical glitch'johndoe123
2014-04-17NEVERHOOD: Fix compilationjohndoe123
2014-04-17NEVERHOOD: Fix bug #6520: 'NEVERHOOD: buggy sound of the waterfall'johndoe123
2014-03-19NEVERHOOD: Fix some uninitialized variablesStrangerke
2014-02-20NEVERHOOD: Fix an off-by-one error in Klogg's lettersFilippos Karapetis
This fixes the buggy Willie letter appearing among the ones from Klogg (bug #6513)
2014-02-18NEVERHOOD: Make GPL headers consisten in themselves.Johannes Schickel
2014-02-16NEVERHOOD: Janitorial - Remove trailing spacesStrangerke
2014-01-14NEVERHOOD: Fix for bug #6481: 'NEVERHOOD: Wrong walk sound in navigation scene'johndoe123
2014-01-14NEVERHOOD: Fix for bug #6493: "NEVERHOOD: Many sounds playback as loud ↵johndoe123
static (Wii)"
2014-01-12NEVERHOOD: Fix "Klaymen! Up here!" in module 1100, scene 2johndoe123
2014-01-11NEVERHOOD: Initialize NeverhoodEngine::_console variable to nullptr.Johannes Schickel
This fixes a nasty crash in case neverhood.dat is not present.
2014-01-11NEVERHOOD: Set engine to 'built by default'Strangerke
2014-01-09NEVERHOOD: Fix sprite shadows (e.g. when on top in module 1000, scene 1)johndoe123
2014-01-06Merge branch 'master' of github.com:scummvm/scummvmjohndoe123
2014-01-06NEVERHOOD: Correct fix for bug #6480johndoe123
The car clipping rectangle wasn't set correctly when the car is on the upper level.
2014-01-06NEVERHOOD: Tiny cleanupTorbjörn Andersson
2014-01-06NEVERHOOD: Minor adjustment to original load/delete dialogsTorbjörn Andersson
This makes space for one additional savegame slot, giving them the same number of slots as the original save dialog. I can't compare to the original, but it arguably looks better this way.
2014-01-06NEVERHOOD: Fix palette fadingTorbjörn Andersson
The palette didn't fade all the way to white when using the shrinking machine, which caused visible glitches. I've verified against a YouTube "Let's Play" that in the original it did fade all the way. Whether or not it did it in this exact way I do not know, but... close enough.
2014-01-06NEVERHOOD: Fix bug #6480 "NEVERHOOD: Car glitches"johndoe123
2014-01-06NEVERHOOD: Fix bug #6478 "NEVERHOOD: No footstep sounds"johndoe123
2014-01-06NEVERHOOD: Add mousewheel support to original save/load dialogsTorbjörn Andersson
2014-01-06NEVERHOOD: Use constants for messages in a couple of placesTorbjörn Andersson
Ideally, we should always use constants of course. But I guess we don't yet have sensible names for all messages.
2014-01-06NEVERHOOD: Fix bug #6479 - "NEVERHOOD: Radio shows the wrong picture at first"Filippos Karapetis
2014-01-05NEVERHOOD: Simplify and document Module2800::createScene()Filippos Karapetis
2014-01-05NEVERHOOD: Stop the background music when showing disk playerTorbjörn Andersson
This is consistent with all other disk players in the game. Only this one had it starting the music instead. Probably a typo.
2014-01-02NEVERHOOD: Stop background sounds during credits (bug #6475)Filippos Karapetis
2014-01-01NEVERHOOD: Fix the mouse cursor in scene 3, module 3000 (after bridge)Filippos Karapetis
Color 255 should be white. Right now, this is a scene-specific workaround to avoid rechecking all scenes just for a glitch that happens in a specific scene. Many thanks to eriktorbjorn for figuring out that this is a palette issue, instead of a resource issue
2013-12-28NEVERHOOD: Fix crash when playing uncompressed soundsTorbjörn Andersson
This happened to me when (or shortly afterwards; I'm not quite sure) lighting the fuse on the TNT dummy.