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2010-06-15Drascula: Fix bug #2827166.Eugene Sandulenko
Bug #2827166: "DRASCULA: Repeating conversations". It looked like bug in original engine. svn-id: r49720
2010-06-15Drascula: Fix bug #2827169.Eugene Sandulenko
Bug #2827169: "DRASCULA: gfx glitch in pendulum room" fixed by rearranging draw sequence. svn-id: r49719
2010-06-15Drascula: add even more responsivenessEugene Sandulenko
svn-id: r49718
2010-06-15Drascula: more responsiveness.Eugene Sandulenko
svn-id: r49717
2010-06-15Drascula: Add responsiveness while talking.Eugene Sandulenko
svn-id: r49716
2010-06-15Drascula: Move more cursor-related blits to cursorSurface.Eugene Sandulenko
svn-id: r49715
2010-06-15Drascula: Plug memory leakEugene Sandulenko
svn-id: r49714
2010-06-15Drascula: Fixed bug #2826608.Eugene Sandulenko
Bug #2826608: "DRASCULA: Cursor GFX error" fixed by introducing separate buffer for cursors. This also fixes the root cause of the problem. svn-id: r49713
2010-06-15Drascula: Made actors animation more smooth.Eugene Sandulenko
svn-id: r49712
2010-06-15Drascula: Restore cursors before automated converse responsesEugene Sandulenko
svn-id: r49711
2010-06-15Drascula: Fix bug #2826610.Eugene Sandulenko
Bug #2826610: "DRASCULA: Graveyard GFX error". Actually it was fixed by previous commit. Added more responsiveness for this animation. svn-id: r49710
2010-06-15Drascula: ease load on backend.Eugene Sandulenko
svn-id: r49709
2010-06-15Drascula: add more pic-related debug output.Eugene Sandulenko
svn-id: r49708
2010-06-15Drascula: Fix bug #2929931.Eugene Sandulenko
Bug #2929931: "DRASCULA: Graphic Glitches". Cursor graphics was not loaded at needed time. svn-id: r49707
2010-06-15Drascula: added more debug outputEugene Sandulenko
svn-id: r49706
2010-06-15Drascula: Fix bug #2854303.Eugene Sandulenko
Bug #2854303: "DRASCULA: Glitch when using cross on vampire guard". Apparently during refactoring of animation-related code duplication the conversion was incorrect. Rewrote relevant function. svn-id: r49704
2010-06-15Drascula: Added debug console. Implemented a (buggy) room comand.Eugene Sandulenko
svn-id: r49703
2010-06-15Drascula: hid room updater-related debug output to deeper levelEugene Sandulenko
svn-id: r49702
2010-06-15Drascula: Added animation-related debug output.Eugene Sandulenko
svn-id: r49701
2010-06-15Drascula: Optimized blitting code.Eugene Sandulenko
svn-id: r49700
2010-06-15CINE: Fix bug #2812694.Eugene Sandulenko
Bug #2812694: "CINE: Operation Stealth german crash". Our code assumed that there exists only 256-color version which is not the case for German version. Added code to store background format. Old savegames are broken and could not be fixed. Bumped savefile version. svn-id: r49699
2010-06-15SAGA: Fix bug #1970191.Eugene Sandulenko
Bug #1970191: "IHNM: Psychic Profile problem". Still there is a slight artefact. When the profile has 2 pages and is skipped, there are two fade-ins in a row. It could be checked by analysing event queue. svn-id: r49698
2010-06-15SAGA: Add more thread-related output.Eugene Sandulenko
svn-id: r49697
2010-06-15SAGA: Moved more code under ENABLE_IHNMEugene Sandulenko
svn-id: r49696
2010-06-15Split out detection code in Kyra engine.Eugene Sandulenko
svn-id: r49695
2010-06-15Moved tinsel detection tables to separate file.Eugene Sandulenko
svn-id: r49694
2010-06-15Split out detection tables for AGI engineEugene Sandulenko
svn-id: r49693
2010-06-15Split out detection tables for Gob engineEugene Sandulenko
svn-id: r49692
2010-06-15Split out detection tables for Cine engineEugene Sandulenko
svn-id: r49691
2010-06-15Throttle screen updates to 60fps in some screen transition effects as wellFilippos Karapetis
svn-id: r49690
2010-06-15Properly reconstruct the running stack when restoring (a regression from ↵Filippos Karapetis
commits #49376 and #49525), some formatting svn-id: r49689
2010-06-15- Swapped the return value of gamestate_save (false = failed, true = succeeded)Filippos Karapetis
- Removed some duplicate code inside Console::cmdSaveGame() svn-id: r49688
2010-06-15Added a signature of the game itself inside saved games (the size of script ↵Filippos Karapetis
0, as well as the offset of the game object, which are unique for each game), to prevent users from loading saved games across different versions of the same game. In the cases where we can't load a saved game, throw a nice GUI dialog instead of a console warning svn-id: r49687
2010-06-15Add support for SCI32 segment types to seg_table and vr debug commandsLars Skovlund
svn-id: r49686
2010-06-15Reorganized functions a bitFilippos Karapetis
svn-id: r49685
2010-06-15Removed the now unused EngineState parameter of ↵Filippos Karapetis
script_adjust_opcode_formats(), as well as an obsolete TODO svn-id: r49684
2010-06-15Cleanup of the savegame code:Filippos Karapetis
- Added a saveLoadWithSerializer() method to the reg_t class - Moved SegManager::reconstructClones() inside savegame.cpp - Moved SoundCommandParser::syncPlayList() and SoundCommandParser::reconstructPlayList() inside savegame.cpp svn-id: r49683
2010-06-14SCI: Added a version of allNotesOff() which sends messages only to the ↵Filippos Karapetis
channels used by the associated song instead of all channels svn-id: r49673
2010-06-14Removed the code used for tracking script code block relocations in ↵Filippos Karapetis
SCI0-SCI1 games, as we don't actually relocate these blocks, and it was used solely for verification of the exports table. The issue that this warning was created for should no longer occur svn-id: r49669
2010-06-14Cleanup of the SCI0 object initialization codeFilippos Karapetis
svn-id: r49666
2010-06-14Ignore and remove invalid plane and item objects in kFrameout. Fixes loading ↵Matthew Hoops
in-game in GK1. svn-id: r49663
2010-06-14CleanupFilippos Karapetis
svn-id: r49662
2010-06-14Fixed GK1 again, including the inventory screenFilippos Karapetis
svn-id: r49660
2010-06-14Hopefully fixed kOnMe (SCI2) and implemented kIsOnMe (SCI2.1). GK1 and the ↵Filippos Karapetis
demo of Phantasmagoria 1 should now be responding to mouse clicks and movement correctly svn-id: r49659
2010-06-14Split out Mohawk detection tables into separate file.Eugene Sandulenko
svn-id: r49658
2010-06-14AGOS: Fix bug #1777795.Eugene Sandulenko
Bug #1777795: "SIMON1: Acorn CD MD5s" fixed by specifying directory depth for AdvancedDetector to 2. svn-id: r49657
2010-06-14SCUMM: Fix bug #1438631.Eugene Sandulenko
Bug #1438631: "SCUMM: Detecting mac version of indy3/loom broken" fixed by implementing recursive directory lookup similar to what was done for AdvancedDetector, since SCUMM engine does not use it. svn-id: r49656
2010-06-14Implement safeguard for negative depth values in AdvancedDetector.Eugene Sandulenko
svn-id: r49655
2010-06-14Mohawk: Added support for running Riven off DVD layout.Eugene Sandulenko
Uses new directory depth feature of AdvancedDetector. Set directory depth to 2 and added Assets1/ directory. As a result, DVD layout which does not have any game data file in top level directory gets detected and runs well. svn-id: r49654
2010-06-14Extended advancedDetector with depth parameter.Eugene Sandulenko
Now AD can search nested directories. By default it is turned off, but there is new parameter to ADParameters struct. Usually value of 2 is good enough for all purposes. svn-id: r49653