Age | Commit message (Collapse) | Author |
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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.
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This is now generated automatically by the configure script from the
engine directory names.
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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.
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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.
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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.
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This reverts commit 481a5e0e7c65674728eb31694a787723166a72ae.
Turns out that not all the sounds have the built-in loop flag, such as the piano in the Hotel Ubu.
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This allows to keep the engines to specfiy the files for translation close to
the engine sources itself.
Thanks to criezy for his suggestion on this approach.
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CID 1002998.
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This should never happen, so as per wjp suggestion makes this an error.
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CID 1003605
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This affects the Console / debugger classes of multiple engines.
An alternative solution would have been to remove the unused _vm
member vars. However, it seems likely that in the future, the _vm
member could be useful for methods added to the console. So instead,
we add a simple assert(_vm) to silence the clang warning.
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We no longer detect the sword1 files inside the "clusters" folder
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If the language is explicitly set to American English, use the
American version of the panel for the main control panel. In all
other aspects, American English will behave as British English,
so it shouldn't break anything.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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VideoDecoder upgrade & partial rewrite
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This adds a few comment to explain were the translations come from
for the missing subtitle workaround (and give credits were they are
due).
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This should help adding workarounds for those by providing all the
needed information (textId and english text).
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It was using textId 0, which is not the subtitle we want anyway. So
instead of using the wrong subtitle, it is probably better to not display
a subtitle at all. A test case for this is with the demo when using
non-english language as several subtitles are missing toward the end.
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This name change accompanies a slight meaning change; now it means the current time position from the beginning of the video and not from starting the video.
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This is a manual merge based on clone2727's merge of his branch
with the sword1 subtitle changes on master.
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And some other minor cleanup
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BS2 videos now play at the proper rate and BS1 videos have improved a/v sync.
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On some systems, passing signed chars to macros like isspace() etc. lead
to a runtime error. Hence, mark these macros as forbidden by default,
and introduce otherwise equivalent alternatives for them.
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During the game, different colors are used for subtitles depending
which character is speaking. This commit tries to use the same colors
for the cutscene subtitles. The color to use has to be specified in the
subtitle file between the frame end and the start of text using @1, @2,
@3 or @4 (for George, George as a narrator, Nicole and Maguire
respectively).
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This is a slightly updated version of the patch I attached to the
bug report. Apparently, the DOS/Windows demo has a slightly different
set of sound resources than the full game. (There were also some
other minor differences in the sound effects list, but I didn't think
them worth the trouble to implement.) I've played through the demo,
and I didn't notice any problems.
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It might have been simpler to add a bool to Text::makeTextSprite() to
tell it to not byteswap the frame size when called from the movie
player but I was not sure it was a good idea to have frames with
different endianness stored in Text depending where they came from.
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