Age | Commit message (Collapse) | Author |
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It was using out-of-bounds data to manipulate the palette, and a
missing break caused it to change palette again immediately. Still,
even after this change I had the impression that the temporary
palette was visible for a bit longer in DOSBox. Could be my
imagination, though.
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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").
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The start/intro dialog, the inventory dialog and the conversation
dialog now call delayMillis() in their event loop. This is
consistent with how the action menu dialog already worked.
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Save slot 0 is valid. It's -1 that indicates cancelling. Also, we
need to check if the user tried to quit, to avoid a nasty loop of
hard-to-terminate restore dialogs.
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Ringworld demo scene creation to it's own game class
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the wrong place"
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glitch is visible (after scene 6100)"
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the game
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maintained between scenes
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This also fixes the problem with the cursor appearing in cutscenes when you press any key
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#7600
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the screen
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original)
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problem still present though.
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