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2015-02-15SCI: Add debugging outputWillem Jan Palenstijn
2015-02-15SCI: Handle voice limits differentlyWillem Jan Palenstijn
For playBed songs, SCI1early remappers didn't unmap the entire song when there weren't enough voices for a channel. Thanks waltervn.
2015-02-15SCI: Don't remap channels from playBed songsWillem Jan Palenstijn
2015-02-15SCI: Always re-sort playlist in soundPlayWillem Jan Palenstijn
Previously, it would only sort if a song wasn't already in the playlist. Since initSound already adds it, this effectively prevented the list from being sorted.
2015-02-14SCI: Register and save playBed option to PlaySoundWillem Jan Palenstijn
The playBed option is not handled yet, only stored. This increases the savegame format version.
2015-02-14SCI: Match SSCI channel reset orderWillem Jan Palenstijn
It may or may not matter for a driver's voice mapping.
2015-02-14SCI: Initialize voice counts in SCI1+Willem Jan Palenstijn
2015-02-14SCI: Avoid resetting already unused channelsWillem Jan Palenstijn
2015-02-14ZVISION: Fix script bug #6791 (max value of delay_render)Filippos Karapetis
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.
2015-02-14ZVISION: Also reference the script manager in ResultAction membersFilippos Karapetis
2015-02-14ZVISION: Fix script bug #6794 - "ZVISION: Yoruk's coffin instant death"Filippos Karapetis
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
2015-02-14ZVISION: Add custom equality operators for game locationFilippos Karapetis
This makes the location checks more readable
2015-02-11ZVISION: Create temporary subtitle surfaces on the stack rather than the heapRichieSams
2015-02-11ZVISION: Handle question text rendering manually, rather than forcing an ↵RichieSams
entire screen refresh
2015-02-11ZVISION: Remove forced render to screenRichieSams
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.
2015-02-11ZVISION: Refactor text rendering code in order to fix word wrappingRichieSams
and clarify the logic. Fixes bug #6801
2015-02-08MADS: Variable renaming in closestColorPaul Gilbert
2015-02-08MADS: Implementing code for panning screen transitionsPaul Gilbert
2015-02-08ZVISION: Set safe control state value after animation finishesTorbjörn Andersson
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.
2015-02-08ZVISION: Limit input text to the width of the input controlTorbjörn Andersson
This is to prevent the player from entering ridiculously long savegame descriptions.
2015-02-08ZVISION: Draw transparent text in original save dialogTorbjörn Andersson
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.
2015-02-07SCUMM: Fix detection of the DoTT Maniac Mansion easter egg targetTorbjörn Andersson
It's the key, not the gameid, that is the proper target name. In my case, the key for that version of MM had the target name "maniac-old" and gameid "maniac" (can you tell I've messed around with this file a bit on my own?), so it tried to use "maniac" as the target, which happened to be the target name for the enhanced version instead.
2015-02-05HUGO: Avoid drawing text above screen (bug #6799)Torbjörn Andersson
When drawing cursor text, don't draw it above the top of the screen, since this would lead to memory corruption and crashes. I'm not quite sure this is all of bug #6799 since it also mentioned that "sometimes simply using a hotspot will be enough", but it's a start.
2015-02-03SCUMM: Adapt wording for the fix in commit f1c64c2afeFilippos Karapetis
2015-02-03ZVISION: Fix for script bug #6783 (no sound in the ZNem fist puzzle)Filippos Karapetis
This is a bug in the original game script of the Zork Nemesis fist puzzle, which we now patch so that the sound checks are correct for the left fist animation
2015-02-03SCUMM: Fix handling of string resources in smash player for Steam mac gamesThierry Crozat
The Dig Steam/mac uses LF instead of CRLF for end of line. This fixes display of subtitles in that version. This also fixes the crash described in bug #6796.
2015-02-03ZVISION: Fix bug #6784 (wrong scaling in the fist control)Filippos Karapetis
2015-02-02ZVISION: Remove \n from debug messageTorbjörn Andersson
2015-02-01BBVS: Fix out-of-bounds array access in air guitar minigame as reported by ↵johndoe123
Coverity
2015-01-31ZVISION: Add detection for Italian Zork Nemeis (bug #6786)Torbjörn Andersson
2015-01-31MADS: Janitorial - fix some else statements with braces on separate lines or ↵Strangerke
extra tabs
2015-01-31MADS: Add a safeguard in doFrameStrangerke
2015-01-31MADS: Fix a bug in PaletteUsage::process, some renamingStrangerke
2015-01-31MADS: Fix signed/unsigned comparison warningStrangerke
2015-01-31MADS: Remove a useless variableStrangerke
2015-01-31MADS: Add safeguards in DialogsNebular::showStrangerke
2015-01-31Merge pull request #579 from chrilith/mortevielle_textposArnaud Boutonné
MORTEVIELLE: fixed text position
2015-01-29MORTEVIELLE: fixed text positionChris Apers
Checked against french and german versions. “Your are alone” text isn’t centred in original code.
2015-01-29BBVS: Implement loading and saving in the air guitar minigamejohndoe123
2015-01-28Merge pull request #576 from chrilith/masterArnaud Boutonné
MORTEVIELLE: added starting screen
2015-01-28MADE: Initialize some variablesStrangerke
2015-01-28ZVISION: Fix bug #6787 init lzss window by same values as in original gameMarisa-Chan
2015-01-27MORTEVIELLE: added starting screen string index constantChris Apers
2015-01-27MORTEVIELLE: added starting screenChris Apers
To give credits to the original authors and developers.
2015-01-27MADE: Initialize some more variables, remove an useless variableStrangerke
2015-01-27MADE: Initialize some variables, remove a useless variableStrangerke
2015-01-27ACCESS: Initialize some variablesStrangerke
2015-01-26Merge pull request #574 from chrilith/masterArnaud Boutonné
MORTEVIELLE: added missing inter screen messages
2015-01-26TSAGE: BF - Fix another color glitchStrangerke
2015-01-26TSAGE: BF - Fix a glitch in scene 935Strangerke