Age | Commit message (Collapse) | Author |
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- Added a stub for kSetScroll, which sets the target picture immediately
for now
- Added an initial stub of kPalCycle (doesn't work correctly yet)
- Adjusted the signatures of kUpdateLine and kDeleteLine for LSL6
- Unmapped kSetHotRectangles again, with updated information on how it
is used in Phantasmagoria
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Fixes the wrong palette during video sequences in GK2 and the demo of RAMA
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Phantasmagoria's scripts keep polling for the existence of the savegame
index file and request to read and write it using the same parameters
when opening it. The index file is closed and reopened for every save
slot, which is slow and can be much slower on non-desktop devices.
Also, the game scripts request seeking in writable streams and request
to expand the existing index file.
To provide this functionality and to reduce constant slow file opening
and closing, this virtual class has been introduced
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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will hopefully
not clash with the speed throttler. This is a more proper fix for bug #3058865, and a
partial fix for bug #3127824
svn-id: r55046
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- VMD videos are now properly started from the associated play subop of the
kPlayVMD kernel call, and are now properly positioned on screen, and doubled
only if the games require them to be
- Added an enum for VMD video flags
svn-id: r55003
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- Added a TODO for the usage of the -info- selector in kClone and kDisposeClone in
SCI3 scripts, as it's no longer used in SCI3
- Added information about which of the selectors are missing in SCI3. There are
some more which are missing, but aren't used in SCI2-SCI3 anyway
- Some styling
svn-id: r54291
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incompatibility with some sierra games. Some games open a new menu, set mouse cursor within that menu and expect the mouse cursor to be in there and will close it, if it's outside. In case of Wiimote/touch interfaces this logic won't work of course. Fixes island of dr. brain and QfG1VGA on Wii and touch-interface platforms
svn-id: r52474
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now lists import files of all possible games, adds game title before that, removes game prefixes for all files
svn-id: r52441
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svn-id: r52311
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we have to reset the parser when switching vocabulary
svn-id: r51031
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not fully working, extended chars do not work currently as input
svn-id: r51027
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that scripts are able to signal us to create new slots, using range 1000-1999 for official slots. fixes lsl6 quicksave overwriting wrong save slots
svn-id: r50831
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fixes kq6 intro
svn-id: r50794
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svn-id: r50532
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it from the EngineState, since it's static throughout the course of a game
svn-id: r50484
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This is now done on startup. This should fix loading from the launcher for LSL6
svn-id: r50406
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fixed some header dependencies in the process
svn-id: r50183
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error pops up from these ones, please add the game where it occurred and the steps to reproduce the error before turning it into a warning
svn-id: r49973
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* Move sleep() from EventManager to SciEngine
* Rename EventManager methods: get -> getSciEvent, and
getFromScummVM -> getScummVMEvent
* Make scancode_rows static const
* Turn altify & numlockify from EventManager methods into static
functions (and comment out the currently unused numlockify)
svn-id: r49959
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commits #49376 and #49525), some formatting
svn-id: r49689
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svn-id: r49575
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svn-id: r49570
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some camelCase changes
svn-id: r49568
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svn-id: r49563
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svn-id: r49562
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accessed from the relevant variables pointer. Removed direct reference to script 0 from the engine state
svn-id: r49536
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structure, and removed it from the engine state
svn-id: r49534
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modifier inside saved games (rightfully so). Also, the segment manager is now reset inside the main loop, when the game is restarted, not in game_exit()
svn-id: r49533
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svn-id: r49521
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EngineState class into one variable, abortScriptProcessing. The flag kept to signify a game restart has been placed in a boolean, gameWasRestarted
svn-id: r49518
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more state-related variables to it, and remove several FIXME's about non-const global variables. Also, the entries in the data stack are now deleted when loading (fixes a memory leak - thanks to digitall for this).
svn-id: r49465
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svn-id: r49376
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removed from the engine state
svn-id: r49373
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doesn't change during the game, thus move all the system strings code and variables inside the segment manager
svn-id: r49372
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were just cloaking functions with a different name
- GET_SEL32 -> readSelector
- GET_SEL32V -> readSelectorValue
- PUT_SEL32 -> writeSelector
- PUT_SEL32V -> writeSelectorValue
Also, changed some selector-related function names and variables to CamelCase
svn-id: r49317
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svn-id: r49159
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svn-id: r49092
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full-width characters.
svn-id: r48707
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svn-id: r48697
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inside GetLongest() so that kanji raw chars will appear in windows
svn-id: r48673
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svn-id: r48119
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svn-id: r48118
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state, per se, and is static)
svn-id: r48059
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svn-id: r48052
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svn-id: r48050
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