Age | Commit message (Collapse) | Author |
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room 9 (go up right at the start)
svn-id: r53522
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svn-id: r53517
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(cupboards in room 43, just in the room to the left from the start)
svn-id: r53515
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svn-id: r53482
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svn-id: r53397
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svn-id: r53140
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Sierra SCI only allowed multipliers 1, 2 and 4, and errored out on unexpected
values, thus we do the same
svn-id: r53072
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added TODO for real proper implementation
at least the alignment and content shown is now correct
svn-id: r53071
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fixes regression of r52887 - lb2 actors not scaled correctly bug #3083577
needs to get backported
svn-id: r53068
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When deleting the resources related to magnifier cursors, zero them out
as well. Fixes crash when exiting a game after using a magnifier cursor
svn-id: r53054
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This is only useful for development, for speedy runs of games, and should NOT be
used in general, as it may introduce graphics glitches
svn-id: r53049
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adding check, if view is scaleable
also just copying nsRect now instead of recalculating - fixes lb2 regression at the docks (calling taxi hangs the game, bug #3982289) - i noticed this difference before but copying nsRect didnt work back then (i guess because of other bugs), that's why i recalculated it
should get backported, but only after some more testing - maybe someone should play through lb2 again
svn-id: r53045
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- Now the cursor buffer is initialized outside the mouse movement code, thus saving
a memcpy there
- Plugged some memory leaks
- Removed an obsolete check
svn-id: r53028
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svn-id: r53014
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svn-id: r53010
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svn-id: r53008
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svn-id: r53007
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These are special cursors which zoom parts of a view dynamically. Examples
are Freddy Pharkas, when reading the prescription with the whiskey and LB2,
when using the magnifying glass on the Rosetta Stone
svn-id: r53003
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This allows the input of accented characters and Japanese using plain ascii
in non-English games.
svn-id: r53001
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svn-id: r52992
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now also draws "IV" in KQ4 correctly. This wasn't the case before because we reused the regular drawing code, which would see the 0xA ("IV") as linebreak
save for backport
svn-id: r52913
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fixes lsl5 english graphic corruption during taj mahal wakeup, should also fix sq5 1.03 graphic corruption right after scrubbing (bug #3041069)
save for backporting
svn-id: r52911
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definitely save to backport, belongs to r52887
svn-id: r52888
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kAddToPic doesnt do loop/cel fixups, it also doesnt support global scaling and will only set nsRect on scaled Cels, not reusing fill() of kAnimate anymore, but doing those things separately
fixes kq6 - 2nd window shown instead of peppermint bush (bug #3070465)
should be save to backport
svn-id: r52887
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svn-id: r52820
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it's set. Currently game-specific for Hoyle4; fixes bug #3038424. But
other SCI1.1 games should be tested with a general version of this to
see whether it fixes relevant bugs.
svn-id: r52818
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Moved some plane related functions inside updatePlane() instead of frameOut(). Cleanup.
svn-id: r52804
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svn-id: r52801
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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fixes glossary in pepper, bug #3040039
svn-id: r52651
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readable
svn-id: r52615
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Changed bitwise XOR operations to bitwise NOT AND, to make the code a bit easier
to understand
svn-id: r52614
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lb2floppy: scripts get confused in the rat scene, when scaleX/Y are set with applied global scaling. This results in kInitBresen to get called almost endlessly, which results in ego slowing down to a crawl and not being able to reach the upper right exit - fixes bug #3050606
svn-id: r52559
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svn-id: r52518
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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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svn-id: r52444
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makes scroll smooth on linux (and maybe others too)
svn-id: r52436
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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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fixes blop not appearing during intro song, because game thought we were too slow (bug #3051514)
svn-id: r52392
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svn-id: r52353
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we are loading pictures very fast, this results in a kPalVary race condition, because sierra set timer to 1 tick, when it was getting called with 0 ticks and required the timer to occur before the transition. Fixes freddy pharkas nighttime being daytime during transitions (bug #3051905)
svn-id: r52351
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fixes sepia palette getting applied when loading in pharkas (part of bug #3051905)
svn-id: r52326
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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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svn-id: r52299
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should hopefully make them run better on different platforms (some platforms dont update on every updateScreen call, so the transitions worked much faster there (e.g. wii) and some other platforms dont have that much power, so transitions were slower on those)
svn-id: r52266
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looks better, although sierra didn't do that (examples: qfg3 demo/intro)
svn-id: r52264
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svn-id: r52254
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handling synthetic (keyboard repeat) events and adding support for Control-C
svn-id: r52252
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interpreter as normal ones, so this doesn't make sense. Added a FIXME with a description about the graphics glitch in fanmade games
svn-id: r52225
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svn-id: r52224
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