Age | Commit message (Collapse) | Author |
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svn-id: r52933
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svn-id: r52932
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Not all releases put the Wyrmkeep credits patch in a "graphics"
sub-directory, so assume it could be anywhere.
svn-id: r52930
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(Possibly related to bug #3076822 - ITE: Dialog repeats in intro.)
The p2_a.voc patch file wasn't played. This was because the engine
first loaded p2_a.voc as a replacement for voice resource 4. Then it
tried to load p2_a.iaf and, when it failed, removed the patch data
for the very same resource. Now it only tries to read a patch if it
hasn't already found a patch for the resource. (There may have been a
similar bug in the end credits as well.)
svn-id: r52928
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svn-id: r52922
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svn-id: r52921
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- Add F3 behavior
- Move drawStatusText() to Screen
svn-id: r52920
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now also draws "IV" in KQ4 correctly. This wasn't the case before because we reused the regular drawing code, which would see the 0xA ("IV") as linebreak
save for backport
svn-id: r52913
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fixes lsl5 english graphic corruption during taj mahal wakeup, should also fix sq5 1.03 graphic corruption right after scrubbing (bug #3041069)
save for backporting
svn-id: r52911
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svn-id: r52910
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We want the WAV stream in playSounData() to contain the entire WAV
data, but the size we read does not include the eight first bytes.
svn-id: r52908
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carcass.
svn-id: r52906
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svn-id: r52904
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svn-id: r52903
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svn-id: r52902
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We have to update cursor position, not just terminate the input
buffer. This makes Ctrl-C work as intended, which fixes one half of
bug #3054184 ("SQ1 AGI: keyboard special keys are not functioning
properly"). I'm not sure if the second half actually is a bug.
svn-id: r52899
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svn-id: r52891
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definitely save to backport, belongs to r52887
svn-id: r52888
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kAddToPic doesnt do loop/cel fixups, it also doesnt support global scaling and will only set nsRect on scaled Cels, not reusing fill() of kAnimate anymore, but doing those things separately
fixes kq6 - 2nd window shown instead of peppermint bush (bug #3070465)
should be save to backport
svn-id: r52887
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The initial screen color needs to be 0 and not 0xf for these. Winnie C64/Apple II should be completable now, with some graphical glitches and palette problems.
svn-id: r52881
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svn-id: r52880
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svn-id: r52878
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svn-id: r52877
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fixes bug #3072868
should be save for backporting
svn-id: r52875
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svn-id: r52871
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The workaround is no longer needed since we provide the previously
missing track. It shouldn't break the game if you play from the CD
either, as the timing appears to be hardwired rather than keyed to
the music.
svn-id: r52866
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svn-id: r52860
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This fixes the path on the world map, during intro
svn-id: r52858
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This was due to a loop in AgiEngine::selectItems(int n), which lacked a check
that the engine was quitting or restarting.
svn-id: r52856
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Otherwise buffered-up key presses can cause dialog to be skipped once
the player finally picks a conversation option.
svn-id: r52850
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If response() loads an image into backSurface, we need to restore the
conversation charset to it once we're done. This may very well fix a
few other similar bugs, but I haven't verified that.
svn-id: r52845
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When clicking outside of all inventory objects, the whichObject()
function would return 43, which is an invalid inventoryObjects[]
index. I think that's what caused it to crash for me. There are a
few other inventoryObjects[]-related changes as well.
svn-id: r52843
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svn-id: r52842
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(After a brief discussion with sev.) AdLib is now the old Sarien sound,
PCjr is the new PCjr emulation. PCjr is still the default; we don't
need to ask getMusicType() how to get there.
svn-id: r52838
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Music drivers:
default: proper Tandy/PCJr
adlib: proper Tandy/PCJr
pcjr: old Sarien emu
amiga: old Sarien emu in Amiga mode
pcspk: Sarien emu in PCSpk mode (quite wrong)
midi: 4 channel MIDI
svn-id: r52836
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svn-id: r52835
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svn-id: r52831
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svn-id: r52827
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svn-id: r52825
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svn-id: r52823
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svn-id: r52820
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it's set. Currently game-specific for Hoyle4; fixes bug #3038424. But
other SCI1.1 games should be tested with a general version of this to
see whether it fixes relevant bugs.
svn-id: r52818
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This happened to me when playing the floppy version of Gobliins 2. I
don't know if it's a fix or a workaround, but the function can clearly
return NULL so let's guard against it.
svn-id: r52813
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Moved some plane related functions inside updatePlane() instead of frameOut(). Cleanup.
svn-id: r52804
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svn-id: r52802
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svn-id: r52801
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svn-id: r52799
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in revision 42737.
svn-id: r52798
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svn-id: r52796
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svn-id: r52795
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