Age | Commit message (Collapse) | Author |
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16 color patches (*.p16 and *.v16) are used in 16 color EGA SCI1 games
32 color patches (*.p32 and *.v32) are used in 32 color Amiga SCI1 games
Removed a workaround for SCI1 EGA (bug #3044500), as that bug has been
fixed already in the view patch. Thanks to waltervn for observing this.
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This fixes a lot of glitches, caused by the differences between the two
versions
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This renaming allows us to better distinguish that this version is for games
that only had an EGA version, and avoid confusion with newer SCI1 game releases
with EGA graphics (e.g. KQ5 EGA). The only game with this SCI version is QFG2,
a SCI1 EGA game with a parser. Also, added some games for each SCI version.
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Thanks to alexbevi for providing details on the format
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It hardcodes the picture so it doesn't get run with the decompressor
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dynamically. Also,
moved some audio-specific resource code inside resource_audio.cpp
This functionality is used by kSetLanguage(), called when switching the language in
MUMG Deluxe from the game's main menu.
svn-id: r55872
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chunk loading code
svn-id: r55866
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svn-id: r55865
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svn-id: r55859
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svn-id: r55783
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svn-id: r55781
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A regression from r55715
svn-id: r55751
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svn-id: r55720
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svn-id: r55716
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svn-id: r55715
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svn-id: r55708
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svn-id: r55697
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Mac SCI1.1+ games should now start up. QFG1 and Hoyle4 are playable. GK1 starts its scripts, but errors out soon after. There are still some View bugs with each (somehow, view decompression seems to be adding a blank line after each line?).
*Much* thanks to Walter for his help.
svn-id: r55696
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svn-id: r54916
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svn-id: r54737
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svn-id: r54735
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lskovlun
svn-id: r54284
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svn-id: r54280
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later
merged into the script files again in SCI3
svn-id: r54279
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svn-id: r54220
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svn-id: r54213
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svn-id: r54211
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- Placed the SCI3 version detection in the proper place
- Some new types of SCI3 MT-32 patches (e.g. in the Lighthouse SCI3 demo) are
ignored, for now
svn-id: r54188
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Each map has to be mapped with its own specific volume (as opposed to earlier versions that had one map for all volumes); this code was passing the same map pointer for all volumes.
svn-id: r54179
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- Enabled the SCI3 game entries for testing purposes
- The resource manager is initialized fully now (with a slight hack)
- Added a hack for the demo of Shivers 2 (which seemingly has no
scripts or vocabularies)
- The engine will stop before parsing any game scripts in SCI3 games,
and opens the console for resource manager-related functionality
svn-id: r54167
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This is a regression from r54155, as we previously ignored the result of
addInternalSources() in the fallback detector
svn-id: r54163
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This is a regression from r54155. Fixed by moving the chunk resource loading earlier.
svn-id: r54162
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svn-id: r54161
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ScummVM now rejects them properly instead of spewing lots of
unintelligible stuff.
svn-id: r54155
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svn-id: r54077
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svn-id: r54037
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This is a first step towards getting rid of all uses of regular printf,
fprintf, vprintf, vfprintf, puts, fputs, etc. in our codebase.
The name format() reflects the purpose of the function, and parallels
String.format() in Java, boost::format, and others.
svn-id: r54004
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svn-id: r53981
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svn-id: r52935
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Added more graceful handling of the case where SCI32 isn't built in and the
user tries to detect or start a SCI32 game
svn-id: r52789
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- Renamed the debug command "resource_size" to "resource_info", as it now provides
the location of where a specified resource is found (i.e. the resource.xxx file, or
the file name itself, if the resource is a patch)
- "duskdump" shows the original location of dumped resources
- loadResource() now shows the location of files that couldn't be loaded
svn-id: r52667
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svn-id: r52517
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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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svn-id: r52263
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