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2019-12-01SHERLOCK: Fix Missing Default Switch CasesD G Turner
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-03ENGINES: Add an engine ID to all the enginesBastien Bouclet
2019-08-01SHERLOCK: SS: Add French version detectionPaul Gilbert
2019-05-21SHERLOCK: RT: Fix Spanish crash talking to lady in Tailor shopPaul Gilbert
2019-02-26SHERLOCK: 3DO: Draw copyright string in intro in correct positionTorbjörn Andersson
After discussion with dreammaster. Apparently the 3DO version uses a resolution of 640x400 pixels internally, not 320x200. Doubling the X and Y coordinates from what they were seems to match what I have seen in YouTube videos of the original game.
2019-02-25SHERLOCK: 3DO: Fix display of map screenPaul Gilbert
2019-02-25SHERLOCK: 3DO: Fix transparency for characters, and speech dialogsPaul Gilbert
2019-01-13SHERLOCK: Fix misattribution in Rose Tattoo journalTorbjörn Andersson
Some messages spoken to Watson show up in the journal as if spoken to the inspector. (And, presumably, the other way around, but I haven't gotten that far in playing the game yet.)
2018-12-17SHERLOCK: Speed up other cutscenes to better match the originalPaul Gilbert
2018-12-15SHERLOCK: Fix computer aim in Serrated Scalpel's darts gameTorbjörn Andersson
The computer opponent always aims for the bullseye as long as he needs more than 50 points. After that, he's supposed to aim for the closest score to what he needs to win. But this coordinate was never used, and the computer player would always aim at the same spot outside of the dart board. This, of course, made it practically impossible for it to beat you. This commit fixes that. I thought at first that this fix wasn't quite right, because the computer won't always hit the score he aims for even if you remove the random inaccuracy from its aim. But I think it still hits near the intended target, so maybe this is good enough?
2018-12-15SHERLOCK: Speed up Blackwood cutscene in The Case of the Serrated ScalpelTorbjörn Andersson
When capturing Blackwood in The Case of the Serrated Scalpel, the whole scene seems to be running in slow motion. This simply doubles the speed for it. It may still be a tad slow, but at least it fits the music much better I think.
2018-12-10ENGINES: Normalize the getName() result of metaenginesBastien Bouclet
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-10-17SHERLOCK: RT: Disable Loading from GMM During Prolog or Credits.D G Turner
Loading from the GMM during the prolog resulted in the mouse cursor getting stuck hidden and possibly other game state issues, so best to disable loading in these cases as already was done for saving. This fixes bug Trac #10746.
2018-06-29SHERLOCK: Fix shadowing warningEugene Sandulenko
2018-06-29SHERLOCK: Fix warningEugene Sandulenko
2018-05-05Revert "SHERLOCK: Disable cache for uncompressed resources"Paul Gilbert
This reverts commit 20d5a67f8b71c668ca304b85c1d8b91759922031.
2018-05-02SHERLOCK: Display savegame metadata in launcher/GMMAdrian Frühwirth
Saving/loading already handles savegame creation/play time, the information just wasn't displayed until now because the MetaEngine features weren't being reported as supported which I assume to be an oversight. Fixes Trac#10006.
2018-04-22JANITORIAL: Fix formattingAdrian Frühwirth
2018-04-19JANITORIAL: Fix whitespaceAdrian Frühwirth
2018-04-15JANITORIAL: Indent GFXTransaction code blocksAdrian Frühwirth
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian Frühwirth
This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
2018-03-26SHERLOCK: Let listSaves return list sorted on slot numbersAdrian Frühwirth
2017-12-22SHERLOCK: Disable cache for uncompressed resourcesAlexander Reim
2017-10-07ENGINES: Remove default1x scaler flagColin Snover
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions.
2017-08-07SHERLOCK: Remove redundant derived Serializer classPaul Gilbert
2017-07-27VIDEO: Allow setting the mixer sound type used to play audio tracksBastien Bouclet
2017-05-09SHERLOCK: SS: Fix Italian fan detection entry languagePaul Gilbert
2017-05-07SHERLOCK: Add detection entry for Italian fan translationPaul Gilbert
2016-11-29ALL: Remove comma before the word 'instead'Ben Castricum
2016-11-29ALL: savegame => saved gameBen Castricum
2016-10-21SHERLOCK: 3DO: Fixes to allow game to startPaul Gilbert
2016-10-09JANITORIAL: Remove trailing spacesEugene Sandulenko
2016-10-04SHERLOCK: SS: Fix hotspots remaining after items are picked upPaul Gilbert
2016-09-15SHERLOCK: Add debugger command to alter game flagsPaul Gilbert
2016-09-13SHERLOCK: RT: Improved handling for journal scrollbarPaul Gilbert
2016-09-07SHERLOCK: RT: Fix crash using invalid number keys in conversationsPaul Gilbert
2016-09-06SHERLOCK: RT: Fix hang on dragging mouse outside Inventory verbs listPaul Gilbert
2016-09-03SHERLOCK: RT: Fix hang clicking on edge of inventory verb list bordersPaul Gilbert
2016-09-03SHERLOCK: SS: Fix German journal crash moving tobacco boxPaul Gilbert
2016-09-03JANITORIAL: Make GPL headers uniformEugene Sandulenko
2016-08-24ALL: Make simpleSaveNames() a MetaEngineFeatureAlexander Tkachev
Added it into hasFeature() of all engines which returned `true` in simpleSaveNames() before. As mentioned in #788, SCI is not always using simple names, so it doesn't have such feature now.
2016-08-24ALL: Add MetaEngine::simpleSaveNames()Alexander Tkachev
Engines with "simple" savenames would support "Run in background" in save/load dialog and gradual save slots unlocking. Other engines save/load feature would be locked until save sync is over.
2016-08-01SHERLOCK: Fix even more warningsEugene Sandulenko
2016-08-01SHERLOCK: Fix another warningEugene Sandulenko
2016-08-01SHERLOCK: Fix warningEugene Sandulenko
2016-07-28SHERLOCK: Fix debug channel initializationEugene Sandulenko
2016-06-15SHERLOCK: Fix compilation error with some gcc versionsThierry Crozat
Without this change the Apple gcc 4.0 compiler (the last version to support the MacOS X 10.4 SDK) generate a lot of errors regarding trying to initialise references to Sherlock::Scalpel::Talk with the address to a Sherlock::Talk object, or about forward declarations of Sherlock::Scalpel::Talk.
2016-06-13SHERLOCK: Fix uninitialized variablesStrangerke
2016-06-08SHERLOCK: Use # as savefile matching patternEugene Sandulenko
2016-05-29SHERLOCK: Silence very noisy GCC warningTorbjörn Andersson
Since 'w' and 'h' are members of ManagedSurface, using them as input parameters to a method caused GCC to warn about them being shadowed. For just about every file in the Sherlock engine...