Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-08-24 | ALL: 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. | |||
2016-04-14 | JANITORIAL: Reduce audio header dependencies | Ori Avtalion | |
2016-03-08 | ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines. | Johannes Schickel | |
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions | |||
2016-03-05 | CONFIGURE: Introduced new engine dependency: highres | Eugene Sandulenko | |
Some backends like GCW0 do no support graphics >320x240 due to the hardware limitation (downscaling is possible but it will ruin the pixel hunting which is often part of the gameplay). Instead of manually updating the list of engines, we now introduce a new dependency. I marked all relevant engines, but some, like tinsel, require more work with putting their relevant high-res games under USE_HIGHRES define. | |||
2016-02-25 | ZVISION: Remove gap handling from removeSaveState. | Johannes Schickel | |
This removes the annoying behavior that removing a save state causes your physical files to be renamed. As discussed with RichieSams and wjp. | |||
2016-02-25 | ZVISION: Let listSaves return list sorted on slot numbers. | Johannes Schickel | |
2016-01-26 | ZVISION: Only request actual save slots in listSaves. | Johannes Schickel | |
2015-12-28 | ZVISION: Use tabs for indentation in detection.cpp. | Johannes Schickel | |
2015-12-28 | ZVISION: Remove superflous default value registration for extra GUI options. | Johannes Schickel | |
2015-12-21 | ZVISION: Use the cell size mode when loading TrueType fonts | Bastien Bouclet | |
2015-12-21 | GRAPHICS: Introduce a size mode for TrueType fonts | Bastien Bouclet | |
Allows to match Windows font size selection by converting font heights to point sizes using the TrueType tables. | |||
2015-09-09 | ZVISION: Properly handle monophonic videos in the demo version of ZGI | Filippos Karapetis | |
2015-09-06 | I18N: Add missing files in list of files to parse. Regenerate translation files. | Pawel Kolodziejski | |
2015-08-30 | VIDEO: Switch to all packetized streams for AVI | Matthew Hoops | |
ZVision does not currently, but that's OK | |||
2015-08-30 | VIDEO: Add support for MP3 in AVI | Matthew Hoops | |
2015-08-30 | ZVISION: Cleanup the AVI decoder subclass | Matthew Hoops | |
2015-07-19 | MISC: Remove some unused private member variables | Max Horn | |
2015-07-08 | ZVISION: Fix build | Willem Jan Palenstijn | |
2015-07-07 | ZVISION: Reorganize detection data | David Russo | |
Migrated static detection data to detection_tables.h and removed the need for detection.h includes. Also edited game option descriptions. | |||
2015-07-07 | ZVISION: Correct code style | David Russo | |
2015-07-07 | ZVISION: Change mentions of ZVision to Z-Vision | David Russo | |
To match official documentation (e.g. game manual, credits). | |||
2015-07-07 | ZVISION: Correct function documentation | David Russo | |
2015-04-11 | ZVISION: Silence gcc warnings | Matthew Hoops | |
2015-03-22 | ZVISION: Silence Cppcheck warning | Torbjörn Andersson | |
2015-03-05 | ZVISION: Fix GCC signed/unsigned warning | Torbjörn Andersson | |
2015-02-17 | ZVISION: Fix script bug #6803 (tuning fork box state) | Filippos Karapetis | |
2015-02-16 | ZVISION: Fix script bug #6793 in Zork Nemesis | Filippos Karapetis | |
2015-02-14 | ZVISION: Check for point and style changes when early breaking from a font ↵ | RichieSams | |
change | |||
2015-02-14 | ZVISION: Fix script bug #6791 (max value of delay_render) | Filippos Karapetis | |
This fixes the delay outside the Frobozz Electric building. In all other places, delay_render is called with a value ranging from 1 to 10, so the 100 here looks to be a script bug, and causes an unnecessary long pause in that scene. Thus, we're capping the frame delay value to 10. | |||
2015-02-14 | ZVISION: Also reference the script manager in ResultAction members | Filippos Karapetis | |
2015-02-14 | ZVISION: Fix script bug #6794 - "ZVISION: Yoruk's coffin instant death" | Filippos Karapetis | |
Fixes an edge case where the player goes to the dark room with the grue without holding a torch, and then quickly runs away before the grue's sound effect finishes. Many thanks to eriktorbjorn for the original workaround | |||
2015-02-14 | ZVISION: Add custom equality operators for game location | Filippos Karapetis | |
This makes the location checks more readable | |||
2015-02-11 | ZVISION: Create temporary subtitle surfaces on the stack rather than the heap | RichieSams | |
2015-02-11 | ZVISION: Handle question text rendering manually, rather than forcing an ↵ | RichieSams | |
entire screen refresh | |||
2015-02-11 | ZVISION: Remove forced render to screen | RichieSams | |
timedMessage() is always called from the scripting system. Which is updated before the rendering system. Therefore, the message will already be rendered this frame, when the renderingManager->update() is called. | |||
2015-02-11 | ZVISION: Refactor text rendering code in order to fix word wrapping | RichieSams | |
and clarify the logic. Fixes bug #6801 | |||
2015-02-08 | ZVISION: Set safe control state value after animation finishes | Torbjörn Andersson | |
If we set it before the animation starts, the final turn of the wheel won't be animated, because the puzzle will already be solved. | |||
2015-02-08 | ZVISION: Limit input text to the width of the input control | Torbjörn Andersson | |
This is to prevent the player from entering ridiculously long savegame descriptions. | |||
2015-02-08 | ZVISION: Draw transparent text in original save dialog | Torbjörn Andersson | |
Before this change, text was drawn in black boxes in Zork Nemesis, so while this does make it look better (and more like the original) this may actually make the text slightly harder to read. The original dialogs allowed only upper-case letters, but I think that it's better to leave that to the player. | |||
2015-02-03 | ZVISION: Fix for script bug #6783 (no sound in the ZNem fist puzzle) | Filippos Karapetis | |
This is a bug in the original game script of the Zork Nemesis fist puzzle, which we now patch so that the sound checks are correct for the left fist animation | |||
2015-02-03 | ZVISION: Fix bug #6784 (wrong scaling in the fist control) | Filippos Karapetis | |
2015-02-02 | ZVISION: Remove \n from debug message | Torbjörn Andersson | |
2015-01-31 | ZVISION: Add detection for Italian Zork Nemeis (bug #6786) | Torbjörn Andersson | |
2015-01-28 | ZVISION: Fix bug #6787 init lzss window by same values as in original game | Marisa-Chan | |
2015-01-26 | ZVISION: Cleanup. | Torbjörn Andersson | |
We usually don't check a pointer before deleting it. | |||
2015-01-26 | ZVISION: Use ValueSlot for volume in ActionMusic | Torbjörn Andersson | |
As suggested by Marisa-Chan. I had based my earlier implementation on parseCritera(), and was unaware of this alternative. The good thing is that the diff from the old code is now much smaller, which should reduce the risk of regressions. (There is a lot I haven't tested here...) | |||
2015-01-26 | ZVISION: Fix ActionMusic volume | Torbjörn Andersson | |
The volume can be either a constant or a state value. The latter is used by ZGI to simulate a sound being heard at different distances, e.g. the beehive in the Dungeon Master's hideout. | |||
2015-01-26 | Merge pull request #568 from Marisa-Chan/master | Filippos Karapetis | |
ZVISION: Fix sound bug #6767 by making pan_track code similar to origina... | |||
2015-01-24 | ZVISION: Delete stream if there is no audio stream to queue to | Torbjörn Andersson | |
This probably never happens, but is consistent with our common AVI decoder. | |||
2015-01-24 | ZVISION: Fix lag at beginning of cutscenes | Torbjörn Andersson | |
We have to update _curChunk when decoding audio, otherwise it will decode the entire audio track on the first frame. For the ZGI intro this would take 700-800 ms, and since the audio started playing before the video it looked to me as if it had to play the first bit faster to catch up. Thanks to fuzzie for setting me on the right track with an off-hand remark about the Zork AVI decoder (I was looking at the standard AVI decoder), and for finding the cause a few seconds before I did. |