Age | Commit message (Collapse) | Author |
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No functionality change has been made with this commit. This avoids
setting and getting the reg_t members directly, and is the basis of any
future work on large SCI3 scripts (larger than 64KB)
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This is used to set default settings for all custom game options when an
engine starts
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This changes its naming to be like the rest of the game options
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This allows the user to choose the alternate set of silver mouse cursors
that is available in the game resources of the game, instead of the
original golden ones
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This is used to enable the embedded debugger in several SCI32 games
(PQ4, QFG4, GK1, GK2, KQ7, SQ6 and LSL7)
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This includes kCreateTextBitmap, and moves all of the text drawing code
into the new GfxText32 class
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
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Shivers uses a custom save/load system, so we can't replace its dialogs
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That game has its own custom made save/load system
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Games that have the newer SCI2.1 kernel functions (i.e. kSave instead of
kSaveGame/kRestoreGame) aren't supported yet
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detection code
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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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The Mac icon bar uses a palette from the executable and keeps those entries in the palette constantly.
In addition, we're now performing gamma correction on the Mac-based colors so that they are in the same gamma as SCI. The color matching now works with this and using the same color finding as the Mac Palette Manager.
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svn-id: r55828
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it from the
SciEngine class
- Robot videos are now shown in frameOut(), like they should, and kRobot(sync) is only
used for syncing with the game scripts
- Hooked video playing into the "play_video" console command
svn-id: r55801
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svn-id: r55783
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The original interpreter completely ignores it in favor of the regular one.
svn-id: r55748
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necessary.
This sets the language again correctly to the language selected in the launcher when
restarting multilingual games.
svn-id: r55561
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references of the SciEngine class to itself via g_sci have been removed
svn-id: r55422
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svn-id: r55022
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versions (like SCI1, e.g. KQ5CD and Jones CD) didn't have such settings
svn-id: r55006
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- Obtain speech/subtitle options from the ScummVM GUI and set them in CD games.
- Also, set simultaneous speech and subtitles in games that support them
(currently SQ4 CD and Freddy Pharkas CD). There is no GUI option for setting
simultaneous speech and subtitles in Freddy Pharkas CD, so this is the only
current way of achieving this (unless the text speed slider inside the Freddy
Pharkas options window is repurposed - but that will require extensive changes)
svn-id: r55005
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svn-id: r54513
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Added an option to use the original Windows cursors in the Windows version of KQ6
Also, added an update on how the Mac cursors are handled (perhaps the handling is
the same)
svn-id: r54495
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svn-id: r54475
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svn-id: r54361
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SCI3 scripts do start up now, however they stop quite early, as there is still
missing functionality which prevents them from running fully. This will be useful
for debugging, though
svn-id: r54292
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The DUK folder contains all of the recently supported Duck videos in
Phantasmagoria 2. play_video works now with the videos of Phantasmagoria
2 :)
svn-id: r54208
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- Extended the SCI2.1 kernel function signatures for SCI3, as they share
the same kernel table
- All the engine parts are now initialized in SCI3 games, apart from the VM
svn-id: r54178
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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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- Changed the new dithering checkbox to be more generic (i.e. relevant for all engines that may support such a feature in the future)
- Changed the checkbox to be unchecked by default. As discussed on -devel, game enhancements in ScummVM should be off by default, and opt-in
- Changed the option from "sci_undither" to "disable_dithering"
- Changed theme version style to X.Y.Z and bumped it to 0.8.2
svn-id: r54090
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From our current stance, this is a game enhancement, and should be on by default, like the rest of the game enhancements (AGI mouse, save/load replacement etc)
svn-id: r54070
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called "undithering") in the graphics options tab. The algorithm is now disabled by default, after popular demand. In retrospect, we really shouldn't have made it default, in order to preserve the authenticity of the graphics in early SCI EGA games, and allow the user to opt in and enable the option if needed. Unfortunately, the lack of an easy way to modify the option made it hard to do so.
svn-id: r54066
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