Age | Commit message (Collapse) | Author |
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I should have done this before it was merged, but I completely
forgot that dafioram had verified that the bug *does* in fact
happen in the original game as well.
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Explicitly check if the time tunnel is open (and therefore shown in
close-up) before executing the scripts that draw the lever that is
shown in the normal view. This apparently doesn't happen in the
original engine, which suggests there may be a ScummVM bug. But it
still doesn't seem like the *wrong* thing to do here.
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This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
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Added it into hasFeature() of all engines which returned `true` in
simpleSaveNames() before.
As mentioned in #788, SCI is not always using simple names, so it
doesn't have such feature now.
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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.
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_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
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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.
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This removes the annoying behavior that removing a save state causes your
physical files to be renamed.
As discussed with RichieSams and wjp.
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Allows to match Windows font size selection by converting font heights
to point sizes using the TrueType tables.
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ZVision does not currently, but that's OK
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Migrated static detection data to detection_tables.h
and removed the need for detection.h includes. Also
edited game option descriptions.
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To match official documentation (e.g. game manual, credits).
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change
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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.
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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
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This makes the location checks more readable
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entire screen refresh
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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.
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and clarify the logic. Fixes bug #6801
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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.
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This is to prevent the player from entering ridiculously long
savegame descriptions.
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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.
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