Age | Commit message (Collapse) | Author |
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It seems the issues on AmigaOS aren't actually caused by the new
code. Reverting the revert.
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Description is trimmed for the verify window, width is now accurate
Actual save filename is now also shown, just like in the original
Cleanup
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ALL: Handle Alt-x internally in SCUMM.
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It seems the current code causes issues on at least AmigaOS.
Changed current code to the way SCI handled it.
Needs to get investigated in detail.
Added FIXME. Also see engines/sci/event.cpp
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Seems to cause at least issues on AmigaOS probably b/c SDL.
See bug #7009.
Added FIXME. Underlying issue needs to get fixed in SDL backend
or in SDL itself.
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AGI: graphics rewrite + cleanup
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Volume changes in ScummVM system menu now gets sent to scripts
as well.
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Original code did assume that AGI volume level is 0-15
(0 for silence, 15 for maximum volume). It actually is the
other way. 0 is maximum, 15 is silence.
Fixed that. Also implemented sync with ScummVM settings dialog.
In case "mute" is enabled by the user, any volume changes done by
scripts are ignored.
Fixes Manhunter 1 Apple IIgs not getting sound anymore since the
VM Var cleanup (the script volume change by the scripts didn't
reach us before)
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in game timer is now updated, when scripts read in game timer
VM variables and during main loop. ScummVM total play time feature
is used for it. Game cycle syncing is done at the same time.
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thanks to eriktorbjorn for pointing those out
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renamed getflag() to getFlag()
renamed setflag() to setFlag()
renamed flipflag() to flipFlag()
preagi: renamed setFlag for this engine to setWinnieFlag
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Don't access variables directly, but through method
Shouldn't include any functional differences
Also changed several hardcoded values to the corresponding enums.
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Caused issues with mouse support (that AGI on DOS never had).
e.g. KQ1/KQ2 on end of mouse click move Graham automatically falls
into water.
The check was added in AGI3 only, but maybe non-DOS interpreters
had it before. Or maybe mouse support was actually implemented
differently. Needs more investigating.
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probably more accurate
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We now only offer the original VGA font (a few characters
were modified) and overwrite the extended set range with a
Russian set, when needed.
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After the VM Var 6 <-> ego direction change, this is required
Also our original behavior was inaccurate in that part as well.
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verified via disassembly
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We copied the wrong way see cycle.cpp
This fixes the fan game 13th disciple. bug #3563
Also cleanup
playercontrol variable is now a boolean
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Ego motion type change on newRoom() was only done for AGI3
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+ add extra security checks
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Do not setup font for non-playable demo
Non-playable demo does not have any font at all
Fixes non-playable demo not working
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Change the default for the optional parameter "textContainsHotkey"
to true, because it's needed almost all of the time.
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Also fix graphical issue with "press any key to continue" text
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original interpreter did that too
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Also change behavior of makeButton/buttonPrint to directly
remove a hotkey-prefix, in case it was passed.
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Also make it possible to somewhat easily have hotkeys within
the button text itself and not just having to use the very first
button text character as hotkey.
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- Keep a non-lowercased user input copy for copying out words
- Check for user input word end after matching a dictionary word
- Fix detection of "a" and "i" words
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Reset key, when no valid .ascii was received.
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load/saving via ScummVM menu
Mixed up mother goose has an endless script loop, when no user name
was entered, which means restoring while in there would result
in us staying in the inner loop until the user entered something
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This includes a TODO to check which SCUMM games actually exhibit this behavior
originally. cbd867329e018d7eca12b3a8842e52b8db9f494d added this behavior to our
backend code initially.
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When the users presses keys on the numpad, we get digits in .ascii
even when Num-Lock is not enabled. This caused numpad cursor keys
not working anymore. Imo we should only get .ascii in those cases,
when Num-Lock is enabled.
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should probably get fixed at some point in backend
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