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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.
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-03-05CONFIGURE: Introduced new engine dependency: highresEugene 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.
2016-02-25ZVISION: 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.
2016-02-25ZVISION: Let listSaves return list sorted on slot numbers.Johannes Schickel
2016-01-26ZVISION: Only request actual save slots in listSaves.Johannes Schickel
2015-12-28ZVISION: Use tabs for indentation in detection.cpp.Johannes Schickel
2015-12-28ZVISION: Remove superflous default value registration for extra GUI options.Johannes Schickel
2015-12-21ZVISION: Use the cell size mode when loading TrueType fontsBastien Bouclet
2015-12-21GRAPHICS: Introduce a size mode for TrueType fontsBastien Bouclet
Allows to match Windows font size selection by converting font heights to point sizes using the TrueType tables.
2015-09-09ZVISION: Properly handle monophonic videos in the demo version of ZGIFilippos Karapetis
2015-09-06I18N: Add missing files in list of files to parse. Regenerate translation files.Pawel Kolodziejski
2015-08-30VIDEO: Switch to all packetized streams for AVIMatthew Hoops
ZVision does not currently, but that's OK
2015-08-30VIDEO: Add support for MP3 in AVIMatthew Hoops
2015-08-30ZVISION: Cleanup the AVI decoder subclassMatthew Hoops
2015-07-19MISC: Remove some unused private member variablesMax Horn
2015-07-08ZVISION: Fix buildWillem Jan Palenstijn
2015-07-07ZVISION: Reorganize detection dataDavid Russo
Migrated static detection data to detection_tables.h and removed the need for detection.h includes. Also edited game option descriptions.
2015-07-07ZVISION: Correct code styleDavid Russo
2015-07-07ZVISION: Change mentions of ZVision to Z-VisionDavid Russo
To match official documentation (e.g. game manual, credits).
2015-07-07ZVISION: Correct function documentationDavid Russo
2015-04-11ZVISION: Silence gcc warningsMatthew Hoops
2015-03-22ZVISION: Silence Cppcheck warningTorbjörn Andersson
2015-03-05ZVISION: Fix GCC signed/unsigned warningTorbjörn Andersson
2015-02-17ZVISION: Fix script bug #6803 (tuning fork box state)Filippos Karapetis
2015-02-16ZVISION: Fix script bug #6793 in Zork NemesisFilippos Karapetis
2015-02-14ZVISION: Check for point and style changes when early breaking from a font ↵RichieSams
change
2015-02-14ZVISION: 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.
2015-02-14ZVISION: Also reference the script manager in ResultAction membersFilippos Karapetis
2015-02-14ZVISION: 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
2015-02-14ZVISION: Add custom equality operators for game locationFilippos Karapetis
This makes the location checks more readable
2015-02-11ZVISION: Create temporary subtitle surfaces on the stack rather than the heapRichieSams
2015-02-11ZVISION: Handle question text rendering manually, rather than forcing an ↵RichieSams
entire screen refresh
2015-02-11ZVISION: Remove forced render to screenRichieSams
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.
2015-02-11ZVISION: Refactor text rendering code in order to fix word wrappingRichieSams
and clarify the logic. Fixes bug #6801
2015-02-08ZVISION: Set safe control state value after animation finishesTorbjörn 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.
2015-02-08ZVISION: Limit input text to the width of the input controlTorbjörn Andersson
This is to prevent the player from entering ridiculously long savegame descriptions.
2015-02-08ZVISION: Draw transparent text in original save dialogTorbjörn 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.
2015-02-03ZVISION: 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
2015-02-03ZVISION: Fix bug #6784 (wrong scaling in the fist control)Filippos Karapetis
2015-02-02ZVISION: Remove \n from debug messageTorbjörn Andersson
2015-01-31ZVISION: Add detection for Italian Zork Nemeis (bug #6786)Torbjörn Andersson
2015-01-28ZVISION: Fix bug #6787 init lzss window by same values as in original gameMarisa-Chan
2015-01-26ZVISION: Cleanup.Torbjörn Andersson
We usually don't check a pointer before deleting it.
2015-01-26ZVISION: Use ValueSlot for volume in ActionMusicTorbjörn 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...)
2015-01-26ZVISION: Fix ActionMusic volumeTorbjörn 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.
2015-01-26Merge pull request #568 from Marisa-Chan/masterFilippos Karapetis
ZVISION: Fix sound bug #6767 by making pan_track code similar to origina...
2015-01-24ZVISION: Delete stream if there is no audio stream to queue toTorbjörn Andersson
This probably never happens, but is consistent with our common AVI decoder.
2015-01-24ZVISION: Fix lag at beginning of cutscenesTorbjörn 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.