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2016-03-08SCI32: Disable kRemapColors32, as SCI32 remapping is still incompleteFilippos Karapetis
2016-03-08SCI: Separate the demos of QFG4, PQ4 and GK1 from their full versionsFilippos Karapetis
The demo versions of these games were using a very different engine - SCI1.1 vs SCI2/SCI2.1. Thus, we split them into different game IDs, to avoid mixing specific game checks for them, as well as specific game workarounds, which are different for the demos than the full versions. Also, the demos should be working when SCI32 is disabled. For these games, we don't use ADGF_DEMO, to avoid game IDs like foodemo-demo
2016-03-08LAB: Remove gap handling from removeSaveState.Johannes Schickel
This removes the annoying behavior that removing a save state causes your physical files to be renamed.
2016-03-08ENGINES: Make variable names of PlainGameDescriptor conform to our guidelines.Johannes Schickel
gameid -> gameId
2016-03-08ENGINES: Make variable names of ADGameDescription conform to our guidelines.Johannes Schickel
gameid -> gameId guioptions -> guiOptions
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-03-08ENGINES: Fix formatting.Johannes Schickel
2016-03-08SCI32: Clean up kIsOnMe and fix rounding bugColin Snover
The implementation was not correctly rounding the scaled position with mulru, leading to occasionally incorrect hit detection at the boundaries of boxes.
2016-03-07SCI32: Add unnecessary micro-optimisation to palette merging codeColin Snover
2016-03-07SCI32: Fix palette color overflowColin Snover
2016-03-07SCI32: Actually use the BitmapFlags enumColin Snover
2016-03-07SCI32: Enable GfxPalette32::cycleAllPauseColin Snover
This is used by the Mr Soylent machines in SQ6 (e.g. room 370).
2016-03-07SCI32: Implement kBitmapDrawTextColin Snover
2016-03-07SCI32: Move in-memory bitmap read/write into its own classColin Snover
2016-03-08SCI: Truncate channel data in case it goes beyond resource sizeMartin Kiewitz
Fixes invalid memory access during kq5 floppy ending
2016-03-08SCI: Script patch for ending glitch in multilingual kq5Martin Kiewitz
Game hangs during the magic battle during the ending. Happened in all multilingual versions because of a script bug (scripts were waiting for a signal, music didn't set one) Fixes French, German and Spanish versions of KQ5 Also happened, when using the original interpreter
2016-03-07SCI32: Change magnifier warning to errorColin Snover
If anything actually uses this feature, we should know about it eventually.
2016-03-07SCI32: Clean up renderer code a bit moreColin Snover
2016-03-07SCI32: Add reg_t comparisons for graphics sortingColin Snover
2016-03-07SCI32: Add debugger command to view screen items in the visible plane listColin Snover
2016-03-07SCI32: Fix adding too many items to drawlistWillem Jan Palenstijn
2016-03-07AD: Remove leftover debug messagesEugene Sandulenko
2016-03-07WAGE: Added games from Joshua's Worlds 1.0Eugene Sandulenko
2016-03-07WAGE: Use new AD flag for autogenerating targets for fangamesEugene Sandulenko
2016-03-07WAGE: Added couple more games to detectionEugene Sandulenko
2016-03-07AD: Added new flag for autogenerating game target from extra informationEugene Sandulenko
2016-03-07WAGE: Added more games to detectionEugene Sandulenko
2016-03-07WAGE: More game detectionEugene Sandulenko
2016-03-06SCI32: Implement variable size frame drawingColin Snover
2016-03-06SCI32: Make PlaneList definition order match declaration orderColin Snover
2016-03-06SCI32: Fix memory leaksColin Snover
2016-03-06SCI32: "Improve" comparison algorithm for planes and screen itemsColin Snover
This adds a slightly more accurate comparison algorithm that will at least ensure that all the engine-generated planes and screen items with matching priorities will be sorted above script-generated planes and screen items, like in the original engine. It still does not sort script-generated items by memory handle order, so if that is ever a thing that actually happens, those may still be in the wrong order.
2016-03-06SCI32: Fix missing digits in plane item list debug outputColin Snover
2016-03-06SCI32: Implement kEditTextColin Snover
2016-03-06Merge pull request #696 from tobiatesan/fix_7067_broken_absEugene Sandulenko
WINTERMUTE: Rewrite absolute prefix workarounds block with loop
2016-03-06WINTERMUTE: Actually use new BasePersistenceManager constructorWillem Jan Palenstijn
2016-03-06Merge pull request #691 from tobiatesan/common_string_targetEugene Sandulenko
WINTERMUTE: Return Common::String in getGameTargetName()
2016-03-06WINTERMUTE: Use Common::String in arg for initSaveTobia Tesan
2016-03-06WINTERMUTE: Use Common::String in BasePersistenceManager-ctorTobia Tesan
2016-03-06WINTERMUTE: Use C strings in absolute path workaround arrayTobia Tesan
2016-03-06WINTERMUTE: Use array to store known broken absolute pathsTobia Tesan
Avoids an if() block that is getting longer
2016-03-05SCI32: Fix incorrect insertion of new planesColin Snover
2016-03-06Merge pull request #692 from tobiatesan/cr5Eugene Sandulenko
WINTERMUTE: Add detection entry for Carol Reed 5 Demo
2016-03-06Merge pull request #693 from tobiatesan/cr4_demoEugene Sandulenko
WINTERMUTE: Remove ADGF_DEMO flag from non-demo carolreed4 detection
2016-03-06Merge pull request #689 from Tkachov/masterEugene Sandulenko
SWORD25: Fix "Resource not released" warnings
2016-03-06Merge pull request #690 from WinterGrascph/fix7022Eugene Sandulenko
LAB: Process events during ending sequence
2016-03-06Merge pull request #695 from tobiatesan/fix_7067_aEugene Sandulenko
WINTERMUTE: Add workaround for bug #7067
2016-03-05WINTERMUTE: Add fallback for hardcoded absolute path in carolreed5Tobia Tesan
Carol Reed 5 (the full game, data.dcp hash 27b3efc018ade5ee8f4adf08b4e3c0dd) refers to the absolute path "f:\dokument\spel 5\demo\data\scenes\credits\op_cred_00\op_cred_00.jpg" Appears to fix bug #7067.
2016-03-05Revert "MOHAWK: Promote Myst from UNSTABLE to TESTING"Eugene Sandulenko
This reverts commit 04b5f3833771c3073df5860c023c8274706dbbc7. We need to make an official announcement first.
2016-03-05SCI: Make cursor workaround work properly on OpenPandoraMartin Kiewitz
Other platforms, that support analog stick + touch screen at the same time, are possibly also affected. Cursor workarounds exist for qfg1vga, qfg3, lsl5 and Island of Dr. Brain. Those sometimes worked and sometimes didn't on at least OpenPandora and should be fixed now.