| Age | Commit message (Collapse) | Author |
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svn-id: r52560
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svn-id: r52544
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A table would be better, but the switch will do for now
svn-id: r52543
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svn-id: r52542
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- Added more static selectors, for debugging
- Added some needed selectors for the non-interactive demo of Pepper
svn-id: r52541
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svn-id: r52540
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svn-id: r52539
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including change to compare dest and current position directly, otherwise we would trigger ::moveDone one cycle too late in case the current move completed - fixes lsl5 patti upside down bug #3059336 and lb2cd (cd only!) laura bow getting transformed into a boiler-flame (bug #3050602) - lsl5 was not a real regression, the timing of previous kDoBresen way just off, so it didn't happen in that scene, but happened in lb2cd
svn-id: r52531
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svn-id: r52527
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(Invalid scripts may be requested to be loaded when warping to an incorrect room)
svn-id: r52524
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Hoyle 3
svn-id: r52523
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svn-id: r52520
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mouth)"
svn-id: r52516
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svn-id: r52515
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checking, if sound resources are sci0early or late for sci0early games instead of hardcoding lsl2
svn-id: r52514
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fixes bug #3037012 and lsl2 now has music everywhere
svn-id: r52513
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getAngle()-code is missing though. Still fixes lsl2early hang on airport (bug #3037036), fixes kq4early unicorn doing moonwalk (kq4late still works as well)
svn-id: r52512
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svn-id: r52511
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svn-id: r52510
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now also checking -info- selector, if object is supposed to get freed. Fixes kq4 early hanging (in intro, when opening door, etc.)
svn-id: r52508
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svn-id: r52498
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svn-id: r52497
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svn-id: r52491
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"bpr" breakpoint on reading of selectors
"bpw" breakpoint of writing of selectors
"bpx" is now breakpoint on executing of selectors only
svn-id: r52490
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svn-id: r52489
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"Battle Cruiser""
svn-id: r52477
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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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enable replacement of save/load dialogs per default
add config-var "sci_originalsaveload" for not replacing dialogs
add config-var "sci_dither" for enabling dithering in EGA games
new kDoBresen fix qfg2 walk against wall bug (#3053131) and hoyle3 unreadable dice bug (#3036922)
svn-id: r52467
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which keep changing location in each game
svn-id: r52466
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wastes cycles if we're not debugging the GC
svn-id: r52465
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svn-id: r52457
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fixes later sci games, when using new kDoBresen/kInitBresen
svn-id: r52454
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fixes qfg2 walking against wall, etc. BUT its currently disabled by default. You need to comment out the #define USE_OLD_BRESEN line in kmovement.cpp
svn-id: r52453
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svn-id: r52452
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svn-id: r52451
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filter out files that are larger than 1k, actually removes real saved games from the list
svn-id: r52450
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broke importing, also savedgames are named "qfg1.0xx", so they werent showed before anyway and ".sav" is not mandatory for exported character files.
svn-id: r52449
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QFG can't import saved games, thus there is no point in including them in the
character import screens.
svn-id: r52448
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a game"
svn-id: r52447
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svn-id: r52446
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svn-id: r52445
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svn-id: r52443
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svn-id: r52442
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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: r52440
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svn-id: r52438
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The original SCI games supported up to 12 characters for file names, thus we
use the file name returned as a mask to find the actual file, as we don't
wrap/unwrap save file names in these screens. If no files match, or if more
than 1 files match, throw a warning.
svn-id: r52437
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the king"
svn-id: r52433
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svn-id: r52432
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SCI constantly invoked Engine::shouldQuit(), which in
turn called 2 virtual functions. This added a significant
overhead, as this was called constantly without any
throttling whatsoever. Now, the invocation of shouldQuit()
is throttled to be on each frame update (i.e. at a rate of
60fps). Thanks to wjp for profiling this.
svn-id: r52431
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