Age | Commit message (Collapse) | Author |
|
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
|
|
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
|
|
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
|
|
- Added support for savegame play time
- Removed obsolete variables for calculating the play time (EngineState::gameStartTime and Console::_enterTime)
- Renamed some variables to camelCase
svn-id: r53974
|
|
svn-id: r53940
|
|
svn-id: r53921
|
|
When such a script patch is found, a dialog pops up at the beginning
of the game, asking the user to remove it. The issues that these
script patches fix have already been fixed in ScummVM, thus these
patches aren't necessary, plus they can lead to crashes, freezes, buggy
behavior and/or unexpected errors, thus it is better if they aren't
used at all, if possible
svn-id: r53920
|
|
SciEngine::pauseEngineIntern(), Console::preEnter() and Console::postEnter() and added a sanity check in SciEngine::getDebugger()
svn-id: r53886
|
|
svn-id: r53397
|
|
svn-id: r52636
|
|
fixes hoyle1 not starting anymore
svn-id: r52635
|
|
for the existence of after market GM patches
svn-id: r52620
|
|
Sierra has released a patch adding after market General MIDI support for 8 SCI1
games (LSL1, LSL5, Hoyle 3, SQ1, SQ4, Eco1 floppy, Longbow and Fairy Tales). If
the user has selected the General MIDI music driver in one of these games and
no associated MIDI patch is found, show an informational dialog on game startup
in order to inform the user to download Sierra's MIDI patch, together with some
short instructions.
svn-id: r52500
|
|
and merge it together with global volume, fixes bug #3053104)
svn-id: r52484
|
|
fixes odd crash right at the start, although you can't save/restore in jones o_O (fixes bug #3057080)
svn-id: r52479
|
|
svn-id: r52471
|
|
"sci_dither" got removed, "undither" renamed to "sci_undither". Also changed logic for handling "sci_originalsaveload"
svn-id: r52469
|
|
svn-id: r52468
|
|
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
|
|
now lists import files of all possible games, adds game title before that, removes game prefixes for all files
svn-id: r52441
|
|
Now, QFG2, 3 and 4 may read exported characters from all
other QFG games, like the originals did. Fixes bug
#3054692 - "QFG2/QFG3 Import issues".
svn-id: r52430
|
|
svn-id: r52419
|
|
using a trick for indirectly calling GameObject::init and then restoring, fixes text color/font code issues, also removing all the hackery
svn-id: r52379
|
|
experimental feature - enable by putting "scireplacedialog=true" inside scummvm section of scummvm.ini
LSL6 currently loses the ability to quicksave, when using the feature. Although i don't see it as a huge loss. That way it's now possible to save to up to 100 slots instead of just 20.
svn-id: r52345
|
|
Fixes the Longbow demo
svn-id: r52344
|
|
also removing some previous code, because it wont work that way
svn-id: r52342
|
|
svn-id: r52341
|
|
making clone happy :D
svn-id: r52339
|
|
and changing patch code accordingly
svn-id: r52320
|
|
dialog will not get replaced in sci32, nor in mother goose. Enable by adding "scireplacedialog" inside scummvm section of scummvm.ini file. Note: this feature is experimental
svn-id: r52318
|
|
(works now, if enabled - but music isn't yet paused)
svn-id: r52317
|
|
svn-id: r52314
|
|
svn-id: r52311
|
|
known buggy scripts (containing game stopping bugs), which have been patched by Sierra
svn-id: r52172
|
|
svn-id: r51829
|
|
and added a TODO for loading through the game launcher
svn-id: r51755
|
|
The Torin's intro movie now plays. Minor kPlayVMD cleanup.
svn-id: r51739
|
|
for multilingual games
svn-id: r51608
|
|
svn-id: r51598
|
|
svn-id: r51579
|
|
fixes bug #3037768
svn-id: r51570
|
|
fixes castle of dr. brain save issue in puzzle room, fixes island of dr. brain save issue when saving in first room
svn-id: r51538
|
|
Since I got no response to my mail to -devel, I just assume that there is
no specific reason for using rand() in SCI.
As explained in my mail to -devel about why SCI uses rand, this might allow
SCI to work with our event recording, when that ever gets finished.
I adapted kRandom so that it also supports negative random numbers. And
furthermore that the toNumber argument is smaller than the fromNumber
argument. I am not sure whether that really happens though, but it should
be safer to have this. I marked that place with an TODO/CHECKME.
svn-id: r51521
|
|
svn-id: r51405
|
|
svn-id: r51309
|
|
svn-id: r51249
|
|
stack wasn't cleared properly when loading and you couldn't save or restore)
svn-id: r51140
|
|
svn-id: r51076
|
|
svn-id: r51032
|
|
we have to reset the parser when switching vocabulary
svn-id: r51031
|