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2011-06-20ALL: Remove trailing whitespacesMax Horn
This tries to make our code a bit more compliant with our code formatting conventions. For future use, this is the command I used: git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
2011-06-19SCUMM: fix SCUMM3 FM-TOWNS font rendering glitch in Japanese modeathrxx
(Wrong character height for non-SJIS chars which messed up the inventory scrolling arrows)
2011-06-18SCUMM: regenerate 16bit palette after loading a savegame in LOOM PCEathrxx
(this avoids isssues when using savegames from different ports with different 16bit color modes)
2011-06-18SCUMM: fixed messed up colors in 16bit HE gamesathrxx
(regression from 068b4a5351a5574dbfac6acff5776a0071f3f2dd)
2011-06-18SCUMM: make sure asmDrawStripToScreen is not called in 16bit modeathrxx
(fixes possible issue in LOOM PCE)
2011-06-17SCUMM: fix FM-TOWNS graphics output for ARM devicesathrxx
(changed behavior of USE_ARM_GFX_ASM define)
2011-06-16SCUMM: fix bug in cb661d63d0cd45d1231435a593b74dfc51872a0fathrxx
2011-06-16SCUMM: slightly changed behavior of 16bit mode detectionathrxx
(another attempt to fix SCUMM FM-TOWNS for ANDROID)
2011-06-15SCUMM: change comment in last commitathrxx
2011-06-15SCUMM: hopefully fix 16bit mode support for SCUMM FM-TOWNS games and LOOM ↵athrxx
PCE on Android This mostly reverts 5b7754e3f095eb8a469dd4b7de5a6379f8e13c27. Instead, we try to use other 16bit modes after 555 fails.
2011-06-15SCUMM: fix bug #3316738athrxx
This provides fallback to 8bit color mode for SCUMM3 FM-TOWNS games on platforms which set the USE_RGB_COLOR define even though that color mode is not being fully implemented for that platform.
2011-06-15SCUMM: fix possible portability issueathrxx
2011-06-14SCUMM: Fix noisy Valgrind warning.eriktorbjorn
2011-06-14DETECTOR: Pass allFiles to AdvancedMetaEngine::fallbackDetect()Max Horn
Also reorder the parameters of composeFileHashMap, placing the "return value" first.
2011-06-14SCUMM: Fix doxygen commentsMax Horn
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
2011-06-13SCUMM: Change MessageDialog button label for consistencyThierry Crozat
Everywhere else the 'OK' button label is all upper case and here was the only place where it was not (it was 'Ok').
2011-06-13I18N: Make many more GUI MessageDialog strings translatableThierry Crozat
2011-06-13SCUMM FM-TOWNS: add number of color check in TownsScreen::updateOutputBuffer()athrxx
Although the 16 color surface is normally not on bottom, there could (theoretically?) be cases in 8bit fallback mode where this becomes relevant.
2011-06-13SCUMM: some cleanup in gfx_towns.cppathrxx
2011-06-13SCUMM: fix engine destructorathrxx
(This is relevant for cases where the engine errors out early, before certain arrays get initialized).
2011-06-04COMMON: Rename kFeatureCursorHasPalette -> kFeatureCursorPaletteMax Horn
2011-06-03SCUMM: fix typo (reported by Littleboy)athrxx
2011-06-02ENGINES: Change 2nd param of Engine::saveGameState to Common::StringMax Horn
2011-05-29SCUMM: Fix bug #1013617athrxx
(ZAK FM-TOWNS: Wrong verb ('Teleport To') shown)
2011-05-29FM-TOWNS AUDIO: Unlock internal mutex before calling imuse timer proc.athrxx
2011-05-29SCUMM: implement some missing (very low relevance) imuse codeathrxx
1) Don't skip transpose setting in sysex command 0. There are only a few sounds where this setting is used (mainly sfx). 2) Make MI2 and INDY4 read certain player start parameters from the sound resource. The start parameters usually match our default parameters (exception: e.g. LeChuck's Fortress). The use of these parameters has been dropped in DOTT (they use default parameters like we do).
2011-05-25ALL: initialise -> initializeMatthew Hoops
2011-05-25ALL: behaviour -> behaviorMatthew Hoops
2011-05-25ALL: neighbour -> neighborMatthew Hoops
2011-05-25SCUMM: Switch some code to use String::formatMax Horn
2011-05-20FM-TOWNS AUDIO: fix thread lockups and cleanupathrxx
- fixed lockup situation in imuse destructor (only concerning the fm-towns driver) - fixed lockup situation when AudioCDManager functions get called (in both cases both the main thread and the mixer thread would get locked in different mutex belonging to the other thread)
2011-05-17SCUMM: Add missing imuse featureathrxx
This adds an extra detune parameter which is assigned via sysex code 0. Most tracks don't use this (= assign a value of 0), so it isn't really a very noticeable feature.
2011-05-17FM-TOWNS AUDIO: Some midi code fixes and some renamingathrxx
2011-05-17SCUMM: Set proper GUIO flags for monkey2/indy4 FM-TOWNSathrxx
2011-05-17FM-TOWNS AUDIO: Some renaming in the euphony driver codeathrxx
2011-05-17SCUMM: Adapt code to latest FM-TOWNS audio driver changesathrxx
2011-05-17FM-TOWNS AUDIO: Some more midi driver code for FM-TOWNS monkey2 and indy4athrxx
2011-05-17SCUMM: Make REDUCE_MEMORY_USAGE slightly more effecive (saving ~1kb ram)Max Horn
2011-05-17COMMON: Registers RandomSources in constructor with the event recorderMax Horn
This also removes the dependency of engines on the event recorder header and API, and will make it easier to RandomSources that are not properly registered.
2011-05-16Merge branch 'master' of https://github.com/scummvm/scummvmathrxx
2011-05-16SCUMM: fix regressionathrxx
2011-05-16ENGINES: Unify engine namesThierry Crozat
This unifies the engine names in MetaEngine::getName() and the credits. In particular drop "Engine" or "engine" from the names when it was present and use expanded names in credits when the MetaEngine uses it (e.g. "Beneath a Steel Sky" instead of "BASS").
2011-05-16SCUMM: formattingathrxx
2011-05-15SCUMM: fix imuse bugs #1315950 and #761637athrxx
- Revert guesswork fix for bug #761637 which caused bug #1315950 - Add missing clear_queue() call to stopAllSounds_internal(). This is taken from INDY4 / MONKEY2 disasm. Someone with a SAMXMAX or DOTT disasm might want to check whether this is correct for these targets, too. - Old FOA savegames saved after the Dr. Ubermann death scene (= during the ending sequence) will still be bugged, since the messed up imuse trigger/command queue gets restored from the savegame.
2011-05-14SCUMM: Remove some unused var warnings (see bug #3293800)Max Horn
2011-05-14SCUMM: Workaround bug #1463598 (INDY3VGA: giant Henry Jones sr.)Max Horn
2011-05-14SCUMM: Show actor visible height in debuggerMax Horn
2011-05-13SCUMM: Turned ResTypeData into a Common::Array<Resource>, subsuming its ↵Max Horn
_resource member
2011-05-13SCUMM: Get rid of the unused Resource::_globSize fieldMax Horn