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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This way, there is a clear separation of the actual SCI kernel file
functions and the file classes and wrappers of ScummVM
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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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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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svn-id: r55007
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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 support for savegame play time
- Removed obsolete variables for calculating the play time (EngineState::gameStartTime and Console::_enterTime)
- Renamed some variables to camelCase
svn-id: r53974
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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: r52305
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which is sci1 and sci1.1
fixes bug #3051145
- separating this mother goose from ega and sci2.1
- adding workaround when restoring saved games in these games, games try to calculate restored savedgameid instead of looking it up, we patch this code out and also set the global to the current savedgameid
- adding workaround for scripts checking savedgameid to be below 13 (our savedgameids begin at 100 now)
- changing official range for savedgameids from 1000->1999 to 100->199, otherwise mother goose would have required much larger patches and this range should be fine even if we replace savedgame dialogs later
svn-id: r52301
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fixes castle of dr. brain save issue in puzzle room, fixes island of dr. brain save issue when saving in first room
svn-id: r51538
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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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svn-id: r49647
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svn-id: r49570
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some camelCase changes
svn-id: r49568
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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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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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variables, the current and global one
svn-id: r49486
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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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svn-id: r49161
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svn-id: r49159
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- The game ID is now obtained from ScummVM ID directly, not by converting Sierra's internal ID
- Moved the code which reads the internal Sierra ID inside the resource manager
- Moved the code which converts the internal Sierra ID to ScummVM's IDs together with the rest of the detection code
svn-id: r49152
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svn-id: r49092
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This removes the dependency on array.h from str.h.
Also, begun migration from the confusing type name "StringList" to
the more appropriate StringArray.
svn-id: r48282
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svn-id: r48118
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svn-id: r48063
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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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svn-id: r48049
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svn-id: r48048
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svn-id: r48047
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fixed loading saved games due Gfx* changes
svn-id: r47912
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