Age | Commit message (Collapse) | Author |
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This would happen when drawing an unscaled, flipped sprite that
was clipped because it was partway below the bottom of the
screen. It was incorrectly adjusting the top and bottom again,
even though flipping only affects left and right.
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Rose Tattoo had the zone lists cleanly listed end to end,
but Serrated Sclapel has, at least for Outside Scotland Yard,
a whole bunch of garbage at the start of the walk data block
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When using ScummVM's save/load dialogs, savegames are numbered from
0 and up, so don't add 1 when saving/loading in the original
dialogs. (Populating the original savegame list already worked as
expected, which made it even more confusing.)
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This is based on guesswork, particularly with regards to the volume.
It sounds pretty close to a YouTube video I saw of the original game,
and at least it's not unpleasantly loud.
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This fixes a regression from the in-progress hi-res mode, that
made the cursors tiny.
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This will allow us to play the portrait movies at full resolution,
and better display the fonts, which dont look good at low resolution
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it's called pixel weighting, not color weighting
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calculate color average when downscaling videos
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Ideally, it would be great if the portraits could be played at their
original size, but it would mean using a higher resolution graphics
mode, and changing co-ordinates everywhere in the engine, which
would be a major undertaking
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