aboutsummaryrefslogtreecommitdiff
path: root/engines/scumm/detection_tables.h
AgeCommit message (Collapse)Author
2013-08-16SCUMM: Add new variables in Nimbus Games version of Putt-Putt Saves the Zoo.Kirben
2013-08-15SCUMM: Add Remastered version of Putt-Putt Saves the Zoo from Nimbus Games.Kirben
2013-08-04SCUMM: Add detection/version for Moonbase Commander v1.1.Alyssa Milburn
2013-07-09SCUMM: Add another French Windows version of Pajama Sam 2.Kirben
2013-05-02COMMON: Change kPlatformPC to kPlatformDOSMatthew Hoops
"PC" was very ambiguous and now it matches what we show in the GUI. This also corrects sword2's platform to Windows.
2013-04-06SCUMM: Add Italian Windows version of Freddi Fish 4.Kirben
2012-09-19SCUMM: Enable CMS for the MI1 demoMatthew Hoops
2012-06-09SCUMM: Add HE101 version, for debugInput opcode difference in some HE100 games.Travis Howell
2012-06-08SCUMM: Stub off other football2002 u32 opcodesMatthew Hoops
2012-05-31SCUMM: Backyard Baseball 2003 uses a unique variable for the subtitle ↵Travis Howell
setting, fixes changing subtitles via ScummVM.
2012-05-29SCUMM: Add Macintosh UK version of Freddi Fish 4.Travis Howell
2012-05-28SCUMM: Add support for Spy Fox iOSMatthew Hoops
2012-03-24SCUMM: More HES games detection fixesBen Castricum
2012-03-11SCUMM: Several detection fixes for mostly dutch HES games/demosBen Castricum
2012-02-26Merge pull request #191 from BenCastricum/masterEugene Sandulenko
SCUMM: More HE Games Detection
2012-02-26COMMON: Move RenderMode and GUIOptions functionality into separate filesMax Horn
2012-02-24SCUMM: Add 2 not yet recognized MD5s from Dutch Putt-Putt 3 in 1 CDBen Castricum
2012-02-24SCUMM: Add windows platform detection for several HES games/demosBen Castricum
2012-01-26SCUMM: Use regular detection algorithms for FMTOWNS demos.Ben Castricum
2012-01-08SCUMM: Recognize platform on win version of dutch puttrace demoBen Castricum
2012-01-08SCUMM: Recognize Mac version of dutch putttime demoBen Castricum
2012-01-08SCUMM: Recognize Windows as platform for pajama2 demoBen Castricum
2012-01-08SCUMM: Add support for 2 freddi3 Mac/Dutch demosBen Castricum
2012-01-08SCUMM: Correctly recognize platform on freddi2 dutch demoBen Castricum
2012-01-01SCUMM: Add support for 2 Dutch/Mac spyfox demos (1 MD5, 1 filename pattern)Ben Castricum
2011-12-23Add patch #3463338 - Detect Macintosh demo of Pajama Sam 1.Travis Howell
2011-11-27SCUMM: Add support for Putt-Putt Saves the Zoo iOSMatthew Hoops
2011-11-16LAUNCHER: Introduce GUIO0() in order to replace GUIO1(GUIO_NONE)Strangerke
2011-10-23LAUNCHER: Add GUIO_NOASPECT to SCUMM engineStrangerke
2011-10-23SCUMM: Fix compilation when HE is disabled.Johannes Schickel
This is a regression from 77c65648b1db8f8b7b245510681eafd856798d26.
2011-10-23AD: Swtich GUI options to a char array.Eugene Sandulenko
This eliminates nasty limitation of caping number of flags to 31. Current code has limitation of 255 flags, though. Only SCUMM engine is converted, rest do not even compile. Detection of fan talkie MI is broken as it has to be implemented differently.
2011-09-08SCUMM: Made some static data const.Johannes Schickel
2011-08-05SCUMM: Mark pass as having CMS supportMatthew Hoops
2011-08-05SCUMM: Mark monkey1 VGA floppy as having CMS supportMatthew Hoops
2011-08-05SCUMM: Mark Indy3 VGA as having CMS supportMatthew Hoops
2011-08-03SCUMM: Remove BluesBirthday dependency on the binaryMatthew Hoops
The game scripts detected Yellow or Red variants based on what binary was present. That could potentially cause problems with a Mac dump in case someone dumped into MacBinary format.
2011-07-08SCUMM: Initial PC Speaker output implementation for SCUMM v5.Johannes Schickel
This is *not* complete yet.
2011-06-14DETECTOR: Separate code for handling obsolete gameids from advanced detectorMax Horn
This includes a renaming of ADObsoleteGameID to Engine::ObsoleteGameID, and AdvancedDetector::findGameID now is Engines::findGameID. Doxygen comments were added or improved
2011-05-17SCUMM: Set proper GUIO flags for monkey2/indy4 FM-TOWNSathrxx
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-05-02SCUMM: Add support for an alternate version of The Dig's demoMatthew Hoops
2011-04-27SCUMM: Add separate game id's for soccermls and soccer2004Matthew Hoops
There are subtle differences in their u32 code that we need to handle
2010-10-23SCUMM: Add workaround to allow saved games to be shared between Macintosh ↵Travis Howell
and Windows versions of Backyard Baseball 2001. svn-id: r53729
2010-10-01SCUMM/FM-TOWNS: fix palette and other graphics issuesFlorian Kagerer
This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891. The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1). Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame. This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode). Japanese font drawing hasn’t been improved much yet. This will be a separate task. svn-id: r52966
2010-08-18SCUMM/FM-TOWNS: start rewriting audio codeFlorian Kagerer
- Start rewriting audio code for FM-TOWNS versions of Loom, Indy3 and Monkey Island 1 using the recently added code in towns_audio.cpp (Zak should work the same way, but I can't test, since I don't own that one). - All sound types (pcm, euphony and cd audio) now support volume and balance control (e.g. try walking into/out of the kitchen and opening/closing the door in the Scumm Bar in Monkey Island 1 or walking into/out of the circus tent). - Pcm sounds now support proper loop start/end and note offsets (e.g. try out the hammer sound in the forge in LOOM for example). - some other minor improvements - The FM-Towns versions of Indy 4 and Monkey Island 2 are not affected. I don't have Monkey Island 2, but I presume that it will work like Indy 4. Adding support for these will be a separate task, since they work quite differently. svn-id: r52198
2010-08-11GUI: add music devices for c64, amiga and apple II gsFlorian Kagerer
These devices are not able to create appropriate drivers. The only purpose for now is having proper gui options and flags and music types for the device detector. The corresponding GUIO flags for the new devices have been added, too. svn-id: r51995
2010-08-11SCUMM: Re-enabled PCjr music for some more gamesTorbjörn Andersson
At this point, there's little point in doing them one game at a time. Re-enable PCjr music for old Monkey Island, and for the Passport to Adventure demo. Again, I don't have all the relevant versions to test myself, so keep an eye out for regressions. At this point, only the Apple II and C64 versions of Maniac Mansion have the MDT_PCSPK flag, but not the MDT_PCJR flag. I don't know a thing about these versions, so I'm leaving them well enough alone. svn-id: r51990
2010-08-11SCUMM: Re-enable PCjr music for EGA Loom.Torbjörn Andersson
svn-id: r51989
2010-08-11SCUMM: Re-enable PCjr music for Indy 3Torbjörn Andersson
Apart from adding the necessary detector flags, in cases where we used to only check for PC Speaker we now also need to check for PCjr. Note that I have only tested this with the VGA version. And even with that one, I've only given it the briefest of tests. svn-id: r51988
2010-08-11SCUMM: possible fix for bug # 3041539Florian Kagerer
enable PCJR sound for Maniac Mansion v1 and v1 and Zak McKracken v1 and v2. svn-id: r51983