Age | Commit message (Collapse) | Author | |
---|---|---|---|
2012-06-07 | SCI: Initial implementation of kScrollWindow, used in some SCI21 games | Filippos Karapetis | |
This is used in LSL6 hires and SQ6. This initial implementation is hackish and only works in SQ6 (nothing is shown in LSL6) | |||
2012-06-07 | AGOS: Fix compiling AGOS game engine, when AGOS2 is disabled. | Travis Howell | |
2012-06-07 | GOB: Hook up the Penetration minigame in the cheater | Sven Hesse | |
2012-06-07 | GOB: Handle Penetration shooting animations more cleverly | Sven Hesse | |
Still no bullets, though :P | |||
2012-06-07 | GOB: Better controls in Geisha's Penetration | Sven Hesse | |
You can actually move diagonally now | |||
2012-06-06 | SCUMM: Implement football2002 u32 opcode 1028 | Matthew Hoops | |
Scoreboard transitions now play | |||
2012-06-07 | GOB: Add a way to reopen currently opened IMD/VMD videos | Sven Hesse | |
This is a workaround for how Lost in Time behaves in combination with changes I made to the DataIO code for running Urban Runner on low-memory devices. Urban Runner's intro are far to big to have them copied into memory for these devices, so I made the DataIO code return a SafeSeekableSubReadStream into the opened archive stream instead. Unfortunately, Lost in Time might not close a video file when it closes the data file which it was originally in, especially when loading a saved game. Since the video player needs to be able to gaplessly continue a video and there does not, by itself, close the video if not requested by the scripts, this leads to reading out of an already closed stream in certain cases. So, to worka round this issues, the video player tries to reopen each currently opened video after a data archive was closed, to make sure that that video is still available. If not, the video is closed. | |||
2012-06-06 | GOB: Add the original broken German as comments | Sven Hesse | |
2012-06-06 | GOB: Draw info texts in Penetration | Sven Hesse | |
The German strings have been changed from the original, to fix the horribly broken German. Someone should probably check the Italian and Spanish strings too. | |||
2012-06-06 | GOB: Set Penetration floor palettes and fade in/out | Sven Hesse | |
2012-06-06 | GOB: Implement exiting floors | Sven Hesse | |
2012-06-06 | GOB: Clean up the Penetration map handling a bit | Sven Hesse | |
2012-06-06 | GOB: Implement Penetration submarine shooting and dying | Sven Hesse | |
Shots don't result in bullets yet, though | |||
2012-06-06 | GOB: const correctness | Sven Hesse | |
2012-06-05 | SWORD1: Use _missingSubTitleStr when asking for an out of bound textId | Thierry Crozat | |
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. | |||
2012-06-05 | SWORD1: Fix crash in demo when using French subtitles | Thierry Crozat | |
2012-06-05 | SCUMM: Show an error dialog when trying to run puttzoo ios lite | Matthew Hoops | |
The lite version contains the full game and we will not support it due to potential piracy. | |||
2012-06-05 | GOB: Implement health gain/loss for mouths | Sven Hesse | |
2012-06-05 | GOB: Play sounds for mouths and shields in Penetration | Sven Hesse | |
2012-06-05 | GOB: Animate mouths in Geisha's Penetration | Sven Hesse | |
2012-06-05 | DREAMWEB: Modify Sound code to better match original behaviour. | D G Turner | |
This fixes bug #3531635 - "DREAMWEB: doors don't play "open" sound when opening". In addition, the resultant code is simpler and should better match the original behaviour and a basic playtest has not shown any regressions. | |||
2012-06-03 | GOB: Fix invalid reads in Geisha's minigames | Sven Hesse | |
2012-06-03 | GOB: Remove unnecessary include | Sven Hesse | |
A remnant of when we were still doing dithering color LUT creation at startup | |||
2012-06-03 | GOB: Consume shields in Penetration | Sven Hesse | |
2012-06-03 | GOB: Limit Penetration movement to walkable tiles | Sven Hesse | |
2012-06-03 | ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" ↵ | Johannes Schickel | |
logic. All uses of the old target scale API actually wanted to disallow scaling of the mouse cursor. This commit adapts our API to this and thus simplifies backend implementations. Some backends, most notable the Wii and Android, did some implementation of the cursor target scale, which I didn't adapt yet. I added a TODO for the porters there. | |||
2012-06-03 | GOB: Display the Penetration submarine | Sven Hesse | |
2012-06-03 | GOB: Draw the Penetration map and do basic movement | Sven Hesse | |
2012-06-03 | GOB: Draw the map in a separate surface | Sven Hesse | |
Still hidden for now. | |||
2012-06-02 | DREAMWEB: Modify sound code to prevent missing sound effects. | D G Turner | |
This should fix bug #3528164 "DREAMWEB: missing sound effects/music cues during main title" by preventing repeated calls of SFX id 12 being lost if the next call is made before the sound handler has cleared the previous one. | |||
2012-06-02 | GOB: Draw the shield and health meters in Penetration | Sven Hesse | |
2012-06-02 | GOB: Add animation handling frame to Penetration | Sven Hesse | |
2012-06-02 | GOB: Correctly name the Penetration script variables | Sven Hesse | |
2012-06-02 | SCI32: Implement GetConfig("language") | Lars Skovlund | |
2012-06-02 | DREAMWEB: Cleanup of debugging code and formatting in sound code. | D G Turner | |
This commit removes various temporary debugging output, cleans up some points of formatting and replaces some hexadecimal sizes and offsets with decimal for readability. | |||
2012-06-01 | SCUMM: Add debugInput opcode difference in Backyard Basketball. | Travis Howell | |
2012-05-31 | SCUMM: Change the nest.number default to zero in stopScript and ↵ | Travis Howell | |
stopObjectScript too. | |||
2012-05-31 | DREAMWEB: Remove irrelevant additions in SFX id 62 usage. | D G Turner | |
2012-05-31 | DREAMWEB: Objectify Sound functions & data into DreamWebSound class. | D G Turner | |
This change should have no functional change, but makes the sound code more decoupled, modular and readable, prior to attempting a fix for bug #3528164 - "DREAMWEB: missing sound effects/music cues during main title". | |||
2012-05-31 | SCUMM: Backyard Baseball 2003 uses a unique variable for the subtitle ↵ | Travis Howell | |
setting, fixes changing subtitles via ScummVM. | |||
2012-05-30 | SCI32: Case-insensitive configuration getters | Lars Skovlund | |
2012-05-31 | SCUMM: Fix global script 255 never been resumed by runScriptNested. Thanks ↵ | Travis Howell | |
to clone2727 for tracking down the problem in baseball2003. | |||
2012-05-30 | DREAMWEB: Replaced vsync() function with waitForVSync(). | D G Turner | |
As a call to waitForVSync() was the only contents of vsync(), there should be no functional change. | |||
2012-05-30 | DREAMWEB: Removal of dead code and cleanup in sound code. | D G Turner | |
The removed blocks in the playChannel<n> functions referencing index are non-functional leftovers from more complex logic in the original code structure, and thus can be safely removed. | |||
2012-05-29 | GOB: Fix v7 cursors drawn by the scripts | Sven Hesse | |
When the cursor name is "", then that cursor is drawn by the scripts instead of loaded from cursor32.dll. That cursor does not have its own palette then. Fixes the cursors in the "paint" game in Adibou2. | |||
2012-05-29 | GOB: Hook up the PE cursors to v7 loadCursor | Sven Hesse | |
Addy Junior / Adibou2 now shows proper cursors. Thanks to clone2727 for the constant nagging. :P | |||
2012-05-29 | SCUMM: Add Macintosh UK version of Freddi Fish 4. | Travis Howell | |
2012-05-28 | SCUMM: Fix error in spyfox iOS credits | Matthew Hoops | |
2012-05-28 | SCUMM: Add support for Spy Fox iOS | Matthew Hoops | |
2012-05-28 | MOHAWK: Use video volume control in Riven | Matthew Hoops | |