Age | Commit message (Collapse) | Author |
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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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pharkas/german has duplicate resource entries inside the main resource files and we used the first ones. This results in half of the game being english and umlauts missing. We now use the last entries, which will fix all those issues (fixes bug #3039551)
svn-id: r52259
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svn-id: r52163
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svn-id: r52076
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makes it work, bug #3043270, added FIXME
svn-id: r52071
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svn-id: r51820
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svn-id: r51699
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And if no scripts are present, but chunk 0 is present, load resources from there. This fixes the Lighthouse SCI2.1 demo.
svn-id: r51696
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svn-id: r51666
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After discussing with Walter, we should be able to detect SCI0 late on the presence of a SCI0 vocab.999 without checking if we're using the old decompressors.
svn-id: r51644
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A regression of r51423. Jones EGA has a non-parser related vocab.900 resource, so we can't detect the fan games based on not having an SCI1 vocab.900 resource. Fan games are now detected on whether or not vocab.0 exists (the parser vocab for SCI0).
svn-id: r51619
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If we have a vocab 900 resource with the new decompressors, it can also be SCI0 late. If there is no parser vocab (with new decompressors), it is SCI1 early.
svn-id: r51423
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discussion we had with clone2727)
svn-id: r51287
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patches of type kResourceTypeInvalid
svn-id: r51075
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svn-id: r50975
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