Age | Commit message (Collapse) | Author |
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svn-id: r52444
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svn-id: r52443
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svn-id: r52442
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now lists import files of all possible games, adds game title before that, removes game prefixes for all files
svn-id: r52441
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svn-id: r52440
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svn-id: r52438
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The original SCI games supported up to 12 characters for file names, thus we
use the file name returned as a mask to find the actual file, as we don't
wrap/unwrap save file names in these screens. If no files match, or if more
than 1 files match, throw a warning.
svn-id: r52437
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makes scroll smooth on linux (and maybe others too)
svn-id: r52436
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the king"
svn-id: r52433
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svn-id: r52432
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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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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
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svn-id: r52419
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svn-id: r52413
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svn-id: r52412
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svn-id: r52411
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actually they return 0:0, when no bytes were read, otherwise they return the destination pointer
svn-id: r52398
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in sierra sci of read bytes
svn-id: r52397
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This should fix r3049360 in Hoyle4.
svn-id: r52396
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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: r52385
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fixes fighting the weapon master as well...
svn-id: r52381
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svn-id: r52380
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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
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(Thanks to fuzzie.)
svn-id: r52376
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in room 320, fixes bug #3037192
svn-id: r52362
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fixes bug #3036756
svn-id: r52361
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svn-id: r52353
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svn-id: r52352
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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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svn-id: r52350
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svn-id: r52349
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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
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Fixes the Longbow demo
svn-id: r52344
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vocabulary), since they're used inside kDoBresen()
svn-id: r52343
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also removing some previous code, because it wont work that way
svn-id: r52342
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svn-id: r52341
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making clone happy :D
svn-id: r52339
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fixes sepia palette getting applied when loading in pharkas (part of bug #3051905)
svn-id: r52326
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and changing patch code accordingly
svn-id: r52320
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svn-id: r52319
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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
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(works now, if enabled - but music isn't yet paused)
svn-id: r52317
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svn-id: r52314
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svn-id: r52311
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svn-id: r52305
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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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"SCI: Bug in file read/write operations"
svn-id: r52298
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svn-id: r52297
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