Age | Commit message (Collapse) | Author |
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The scrollbar handle was one pixel too far to the left, and the
topmost position was off by one as well. I've verified this to the
best of my ability. I've compared it visually in DOSBox (which is
a bit tricky for Discworld 2, but I think it's right now), and
against the initial Tinsel v1 source code that was added to
ScummVM. I don't know what the initial Tinsel v2 source code
looked like, though.
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Adjusted NM_SLIDE_INSET and NM_SLIDE_THICKNESS to make the inventory
scrollbar work as it did before Tinsel v1 and v2 were combined. The
scrollbar worked before, but you had to click a bit to the left of
it to operate it. It's the only place in the code where these
constants are used, so it should not break anything else.
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Looking at this code and the code in clip2D, this shouldn't happen,
but this will prevent any future issues.
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This variable is likely to be used in the future if the associated
TODO is implemented, so this warning is inhibited by adding a debug()
output statement.
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I used this command for changing "const type * const" to "const type *const":
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/const \([a-zA-Z0-9_]*\) \* const/const \1 \*const/g'
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Powered by astyle.
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An original game bug
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- fix some glitches in CGA rendering mode
- revert most of 66da4777d476c6a9fc2a13351e3b30afc748fd94 (instead of having lots of EGA dithering routines throughout the whole EOB code we're going to implement some post-processing code in updateScreen())
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Mac Loom's drafts appear to be stored from variable 55 and upwards.
I'm working under the assumption that there's either only one
version of Loom for the Mac, or that they all behave the same. I
could be wrong about that.
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It was never quite clear exactly what "drafts fix" did. It wasn't
guaranteed to work on all versions of Loom - or at all - and I
haven't heard any reports about the data structure getting
corrupted for years.
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This is possible, since the game is freeware now. It is very
helpful when playing the game in order to avoid referring to the
manual. The extra help text is shown when the player uses the
'help' command inside the game terminal.
Also, the list of games where copy protection is skipped has been
reordered alphabetically in the README
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This fixes bug #3586252 ("TONY: Game errors out when exiting via the
menu").
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Thanks to wjp and fuzzie for working out the cause.
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Thanks to digitall for debugging and testing.
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This is mainly removal of extraneous blank lines, reformatting indents
to tab characters and other minor non-functional changes to improve
compliance with Code Formatting Conventions.
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The mouse position is now represented internally by Common::Point and
the keyDown buffer is an array of Common::Keycode values for depressed
keys.
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change"
The Spanish version uses different colors for portrait
backgrounds. Also, portrait colors are now set correctly when
loading games directly from the launcher.
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(this was really ugly, now it's somewhat less ugly)
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(also cleaning up and fixing things while doing that)
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We no longer detect the sword2 files inside the "clusters" folder.
Also, we now correctly distinguish between the full and the demo
version of the game
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We no longer detect the sword1 files inside the "clusters" folder
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We make sure that any leftover palVary timers are removed when
loading. This is an edge case, but it won't hurt to remove these
timers just in case
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The incorrect GUIO_NOSPEECH flag silenced the speech when the user
chose to override the game's audio settings
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Both games use an additional parameter for show.mouse and hide.mouse.
Ignoring these confused the script parser, which started parsing junk.
Fixes bugs #3577754 and #3426946.
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- Merge the two different room debug commands in Mickey
- Remove the "crc" stub console command
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This fixes a regression in V1/V2 games when no actor direction
is set (like the Shuttle Bus scene in Zak V2). The regression
was caused by commit de0b5f76749add219a6b667d5d2d69fb8a86d959.
Thanks to digitall for his bisecting work, which aided a lot in
finding the actual issue for this bug
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