Age | Commit message (Collapse) | Author | |
---|---|---|---|
2013-12-31 | SCI: Remove no longer necessary hack | Willem Jan Palenstijn | |
2013-12-31 | SCI: Rewrite MIDI channel remapping | Willem Jan Palenstijn | |
This adds MIDI state tracking to allow channels to be temporarily unmapped and later re-mapped when there are free device channels available again. | |||
2013-12-31 | SCI: Reduce indentation depth | Willem Jan Palenstijn | |
2013-12-26 | SCI: remove undither option for SCI1early+ games | Martin Kiewitz | |
2013-12-26 | SCI: fix sci1early+ ega picture issues | Martin Kiewitz | |
also remove hacks for kq5ega + sq4ega | |||
2013-12-26 | SCI: floodfill reverted, was sci1early difference | Martin Kiewitz | |
fixes sq4 floppy properly | |||
2013-12-24 | SCI: portraits cleanup + show base picture at end | Martin Kiewitz | |
2013-12-24 | SCI: injecting "dual" view into King's Quest 6 CD | Martin Kiewitz | |
for dual mode (text+speech at the same time) | |||
2013-12-24 | SCI: injecting "dual" view into Laura Bow 2 CD | Martin Kiewitz | |
for dual mode (text+speech at the same time) | |||
2013-12-24 | SCI: workarounds / new bug ids in comments | Martin Kiewitz | |
2013-12-24 | SCI: change floodfill fix for sq4 | Martin Kiewitz | |
behaviour wasn't changed in SCI1, instead it seems that SSCI draws overlays to separate memory and then copies them over. Previous commit caused regression in qfg1vga (funny room) | |||
2013-12-23 | SCI: change floodfill to fix sq4 ship taking off | Martin Kiewitz | |
fixes bug #6446 | |||
2013-12-22 | SCI: readded kq6 stepmother patch for dual mode | Martin Kiewitz | |
2013-12-22 | SCI: LB2CD patch: remove audio mode reset code | Martin Kiewitz | |
on init/reset the game resets the audio mode to "speech", which would make it impossible to watch the intro using "dual mode" | |||
2013-12-22 | SCI: improved lb2+kq6 patches (new speech state) | Martin Kiewitz | |
adds a third button state to the game menu this state is "dual mode" (audio+text at the same time) currently uses the "speech" graphic CD versions of Laura Bow 2 + King's Quest 6 will now always get patched | |||
2013-12-21 | SCI: improved one of the kq6 audio+text patches | Martin Kiewitz | |
KQPrint windows now get closed automatically when in audio+text mode | |||
2013-12-20 | SCI: final script patcher cleanup | Martin Kiewitz | |
2013-12-20 | SCI: another kq6 patch for text+audio | Martin Kiewitz | |
fixes cassima textboxes during the ending | |||
2013-12-20 | SCI: script patcher comment adjust | Martin Kiewitz | |
2013-12-20 | SCI: even more script patcher cleanup | Martin Kiewitz | |
2013-12-20 | SCI: script patcher cleanup | Martin Kiewitz | |
2013-12-19 | SCI: kq6 script patch to fix "drink me" bottle | Martin Kiewitz | |
fixes bug #5252 | |||
2013-12-18 | SCI: debug code to print out kq6 raw lipsync data | Martin Kiewitz | |
2013-12-18 | SCI: another kq6 patch for audio+text support | Martin Kiewitz | |
fixes dialog of man in robe complaining about mints in pawn shop | |||
2013-12-15 | SCI: patch SQ4 bug with throwing at sequel police | Martin Kiewitz | |
SQ4 floppy only, Sierra's official patch didn't fix it properly | |||
2013-12-15 | SCI: pq1vga script patch to fix map restore bug | Martin Kiewitz | |
fixes bug #5016 | |||
2013-12-14 | SCI: Make second pass when loading objects | Willem Jan Palenstijn | |
This is because objects may be loaded before their base objects, which causes initBaseObject to fail for SCI0. Script::initializeObjectsSci0 already did this, but SegManager::saveLoadWithSerializer did not when calling initBaseObject after loading a savegame. | |||
2013-12-11 | SCI: Add detection for Torin Mac | Matthew Hoops | |
2013-12-11 | SCI: rave support (KQ6 hires portrait lip sync) | Martin Kiewitz | |
Thanks to wjp and [md5] for helping | |||
2013-12-10 | SCI: Add handling for the RAVE resource type, found in KQ6CD | Filippos Karapetis | |
This contains the sync data in the Windows version of KQ6CD. Note that currently the sync36 resource is 2 bytes bigger (it contains 2 bytes from the RAVE resource). Some test code has also been added to dump the RAVE sync resources | |||
2013-12-08 | SCI: Revert "+xx" to "+ xx" changes in 6f2e88136b20fb02d38cd594611c865f44fe8e1a. | Johannes Schickel | |
After discussing with m_kiewitz that these have been intentional. | |||
2013-12-08 | SCI: Fix formatting in engine/script_patches.cpp. | Johannes Schickel | |
Powered by astyle and some manual work to avoid breaking multiple statement lines into multiple lines consisting of single statements. | |||
2013-12-08 | SCI: Make all script patch related global data static. | Johannes Schickel | |
2013-12-08 | SCI: Constify selectorNameTable. | Johannes Schickel | |
2013-12-08 | SCI: Make all global script patch signatures const. | Johannes Schickel | |
2013-12-08 | SCI: improve kq6 audio+text patch to include guard2 | Martin Kiewitz | |
2013-12-08 | SCI: only apply audio+text patch to KQ6 CD+LB2 CD | Martin Kiewitz | |
2013-12-08 | SCI: sci.cpp updated b/c KQ6 audio+text support | Martin Kiewitz | |
2013-12-08 | SCI: another script patch for KQ6 text+audio support | Martin Kiewitz | |
fixes hires issues | |||
2013-12-07 | SCI: more patches for KQ6 audio+text support | Martin Kiewitz | |
2013-12-07 | SCI: added kq6 patch for audio+text, not 100% done | Martin Kiewitz | |
2013-12-04 | Merge branch 'master' of github.com:scummvm/scummvm | Martin Kiewitz | |
2013-12-04 | SCI: script patcher is now a separate class | Martin Kiewitz | |
2013-11-24 | BUILD: Remove need for engine.mk in each engine directory. | D G Turner | |
Each engine now only has to provide a single configure.engine file adding the engine into the configure script, which then produces the required other files automatically. | |||
2013-11-24 | BUILD: Remove need for engine-plugin.h in engines. | D G Turner | |
This is now generated automatically by the configure script from the engine directory names. | |||
2013-11-24 | BUILD: Split engines/plugins_table header down to a file per engine. | D G Turner | |
This is the third and final commit enabling fully pluggable engines. Now providing an engine folder contains a configure.engine, engine.mk and engine-plugin.h file, it will be picked up automatically by the configure script. | |||
2013-11-24 | BUILD: Split engines.mk down to a single file per engine. | D G Turner | |
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine. | |||
2013-11-24 | BUILD: Split configure.engines down to a single file per engine. | D G Turner | |
This is the first part of allowing engines to be added dynamically. They are placed into a folder in engines/ which must contain a file named "configure.engine" to add the engine, which is pulled into the top level configure script automatically. | |||
2013-11-23 | SCI: Make fade signal version check more precise | Willem Jan Palenstijn | |
2013-11-23 | SCI: Fix SCI1late fade complete signal | Willem Jan Palenstijn | |
This fixes duplicate music playing in LauraBow2CD (#6462) |