Age | Commit message (Collapse) | Author |
|
All Replicants get a new goal now inside the moonbus, and movement flush
This is to prevent earlier scripts that had them "walking around" from kicking in (this was mainly a bug for the twins) but is applied to everyone (except Clovis and Sadik) for conformance
|
|
an engine feature
|
|
Fixes bug #11077
|
|
TSAGE: Removed "pirated" flag from Spanish fanmade translation
|
|
Sound:vol is updated when updating cues starting in SCI_VERSION_1_MIDDLE.
Fixes bug #10244. SQ4 localized floppy versions depend on this when getting
in the orange ship, they fade music and wait for the volume to reach zero.
Confirmed against asm that this is not in SQ4 floppy (early) but is in
LSL1VGA (middle) and SQ4 localized floppies and SQ4CD (late).
|
|
Fixes #11070
|
|
Trac #11062
|
|
|
|
|
|
This fixes a bug window with Athur that after the intro an extra
text buffer window was needlessly being created which covered the
play area, simply because one of the frotz windows had it's
properties set
|
|
|
|
This adds two new display modes to replace the old one. One is a
16-color mode and the other does TV "emulation" based on code in
AppleWin. Both of these modes should deliver more accurate colors,
including NTSC artifact colors.
|
|
|
|
|
|
|
|
Fixes bug #10748
|
|
|
|
|
|
|
|
|
|
|
|
Graphics::Cursor
|
|
|
|
|
|
|
|
Fixes bug #11055
|
|
In Zork Zero, grahpics drawn to window 0 (the text buffer)
are always treated as being interleaved with the text.
Whereas in Arthur, the title screens are drawn to window 0,
so have to be drawn to the background
|
|
I decided it was worthwhile to have an entry for it, but flagged as
pirated, so we don't accidentally add it in as supported later on.
|
|
The ScummGlk backend already had a new 'arbitrary' mode allowing
for windows to be placed at any position, and on top of each other.
This expands on this by ensuring that the background window, which
is used for drawing graphics on, appears behind text that gets
written. Yet can still appear on top of the text (hiding it)
when title screen graphics are being shown
|
|
|
|
(add another mutex lock)
|
|
|
|
|
|
- Backport some code of waltervn's fork at his recommendation (taken from 97604200 and 4c3bfee5). That code has caught some bitrot and I were too lazy to manually resolve the merge conflicts. All changes have been re-checked with disasm.
- Add initTrack() implementation for SCI0 EARLY/LATE
- Minor cleanup
- Please note that this commit does not fix any shortcomings of the SCI sound engine
|
|
|
|
After implementing such a dialog into the fb01 driver it did make sense to me to also have this as a feature for all other aftermarket drivers/patches.
So now the sound drivers can report missing files after the failed open() call which will then be displayed in a dialog. Which will at least be more helpful than our usual error messages...
|
|
Fix SCI0 (LATE/EARLY) variants of the driver which were broken (didn't play at all). This might be of my own doing, since I introduced the initTrack() method into the driver class and the fb01 driver didn't have one so far.
SCI1 didn't seem to require much fixing. I modified some things according to my findings in the driver disasms. QFG2 and JONES seem to be fine. I am not too happy with KQ5. It has volume issues, but they might be present in the original, too.
I also added an isOpen() check and a mutex to avoid threading issues. When aborting SCI (either quitting ScummVM or returning ot the launcher) while using the fb01 driver I frequently (more often than not) got the assert from backends/midi/windows.cpp, line 95. This fixes that.
I've done plenty of checks and experiments with the sound bank initialization. But I found no bugs or possible improvements there. Hard to tell whether the sound is right. That device seems to have a mind of its own...
|
|
|
|
Pitchwheel and channel volume settings need to be updated when the channels get reassigned.
This bug caused faulty music at least in KQ5 when walking from the dwarves scene into the harp playing tree scene.
|
|
WINTERMUTE: Fix detection for Chinese reversion2
Current "data.dcp" infromation is from reversion1 and not from reversion2 game... surely a C&P mistake
|
|
|
|
Remove room number from swimAndShoot room 411 workarounds to be consistent
with room 410 and handle case where script runs after room number changes
|
|
This will make it easier to check whether a window is textual
without having to check for both the grid & buffer classes explicitly
|
|
|
|
|
|
|
|
Fixes bug #11042
|
|
|
|
|
|
|