Age | Commit message (Collapse) | Author |
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Antwerp"
Extended current workarounds to cover QFG1VGA.
svn-id: r54239
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We now also fixup the start point when it's on the edge of an obstacle. If the
start point is also on the edge of the screen, the actor is now allowed to
walk through that obstacle to find his way to clear territory. This is based
on observation of SSCI behavior.
svn-id: r54230
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Hearts"
svn-id: r54226
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svn-id: r54220
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svn-id: r54217
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Patch by lskovlun
svn-id: r54216
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svn-id: r54215
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Based on a patch by lskovlun
svn-id: r54214
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svn-id: r54213
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svn-id: r54211
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- Now playVideo() is used when playing videos from the console (reducing
code duplication)
- Added support for 16bpp scaling in scale2x, so that the 16-bit color
Duck videos are scaled correctly
svn-id: r54210
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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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Paths along the edge of the screen are now taken as a last resort. Fixes
bugs #3047418 and #3059595.
svn-id: r54199
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svn-id: r54197
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svn-id: r54195
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svn-id: r54189
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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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- 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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svn-id: r54177
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svn-id: r54174
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Shivers 2 doesn't contain SCI scripts. The whole game logic has
been reimplemented from SCI in native code placed in DLL files.
Each room has its own DLL file, and some SCI functions have been
reimplemented/rewritten for this purpose in native code. The
game and demo have all the resources of a SCI game, apart from
the SCI scripts themselves. Thus, they cannot be directly
supported, unless their whole room logic is rewritten from
scratch, which classifies Shivers 2 as "not SCI"
svn-id: r54173
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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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svn-id: r54160
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implemented and insufficient for Shivers/Full. It is also unnecessary
for normal play.
svn-id: r54158
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svn-id: r54157
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svn-id: r54156
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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: r54153
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currently). Fixes bug #3038686.
(SCI Fanmade - Circus Quest: Crash when starting).
svn-id: r54150
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svn-id: r54148
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This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).
The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.
svn-id: r54147
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svn-id: r54143
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- Changed the SCI1 EGA games workaround in kGraphDrawLine() to match the ones in kGraphFillBoxAny() and kNewWindow, updating the relevant comments
- Added some comments in kSetShowStyle()
svn-id: r54142
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svn-id: r54138
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Get the English versions of objects and methods when checking for script
workarounds, as the objects/methods could be translated. Fixes bug #3104623,
"PQ3: Crash when click on City map"
svn-id: r54134
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- Maintain the state of the string heap space in saved games
- Merged SegManager::reconstructScripts() inside SegManager::saveLoadWithSerializer()
- Disabled a now unnecessary script patch for the cipher puzzle in Castle of Dr. Brain, and performed some cleanup for another disabled patch
- Removed direct access to the _baseObj variable of objects
svn-id: r54133
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svn-id: r54093
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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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svn-id: r54078
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svn-id: r54077
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svn-id: r54071
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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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svn-id: r54069
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makes the view getting fully undithered
svn-id: r54068
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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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svn-id: r54042
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