Age | Commit message (Collapse) | Author |
|
Abort any scene entry protagonist animations and auto-cue speeches when
loading saved games, as the protagonist can get stuck in scene entry
animations
|
|
|
|
|
|
The original check was incorrectly disabled for IHNM in commit
ab6fb8e9c3. The check has been enabled again, with an added condition
for actors that can be used, like the jukebox in Gorrister's
|
|
This has been added in commit 5624ba23d0 and is no longer needed.
The gem is shown correctly over the compact disk in that scene,
and the behavior is the same as the original
|
|
|
|
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.
|
|
|
|
|
|
|
|
|
|
Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
|
|
|
|
If we have _statusTextInputPos as 256, we're doing incrementing to 257
and storing 0 there. This will lead to memory overwrite.
|
|
|
|
|
|
|
|
|
|
|
|
Fixes bug #7092
|
|
This fix applies to drawPanelText(), where we used to hard-code
the text positions. Now we define the dimensions of the area where
the text is drawn (like we do for button texts) and calculate the
position based on the dimensions of the text string.
The drawPanelText() function is used for the Save, Quit, Protect
and Option dialogs, but for everything except the Option dialog it
already centered the text to the dialog. I decided to use this
centering mechanism for the title of the ITE Option dialog, even
though that changes the X coordinate by one pixel. Other than that,
it only affects the following texts:
ITE: Show Dialog / Reading Speed, Music and Sound
IHNM: Reading Speed, Music, Sound, Voices
I have verified that this looks at least ok for the English and
German versions of ITE, and the English, German, French and
Spanish versions of IHNM, so I'm reasonably confident that this
change is ok.
|
|
|
|
The same fix that had already been applied to the Spanish version
also applies to the French and German versions. (Judging by the
detection entries, there aren't any alternative versions so the
ones I got from GOG should be representative.)
The palettes aren't quite identical to the Spanish one, but I
think the remaining difference is for the spiritual barometer, so
the special case for that remains Spanish-only.
|
|
_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.
|
|
|
|
(cherry picked from commit 93f627441ac68e7a4c3e7f748a7b6f999bd9c96a)
|
|
|
|
Released about 2 years ago and is translating the subtitles
in contrast to the version released on CD which has only
poorly done voice-overs.
|
|
|
|
Only the DOS version of ITE uses the Miles audio driver
|
|
This may happen for example if the Miles Adlib driver errors out
because of missing instrument data files (*.AD)
|
|
This is the German Windows/Mac version distributed by GoG
|
|
|
|
|
|
|
|
|
|
This wasn't a regression. The music has always been cut off at an
awkward point.
|
|
Note that this breaks the IHNM demo, as provided on the ScummVM web
page, since it doesn't have the sample.ad and sample.opl files
needed, but I have a feeling that this is a packaging error on
our part.
I don't have the original release of ITE, so I can't test that.
|
|
All callers requiring SeekableAudioStream have been adapted by using dynamic_cast
|
|
|
|
|
|
|
|
This was a hack that was implemented while IHNM was being developed.
That code should no longer be needed. If this issue does occur again,
the actual cause should be investigated, instead of hiding it with
workarounds. The code was buggy anyway, as _currentProtag was not
initialized properly
|
|
|
|
The changes are based on the Java implementation of the Shorten decoder.
This avoids all the out of bounds access (negative array indices), but
it still doesn't fully fix the actual decoder
|
|
|
|
|
|
|