Age | Commit message (Collapse) | Author |
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This should fix bug #3295893.
The intention of this piece of code was to pad the first save slot
name with spaces until it's as long as the longest save slot name,
because the scripts use it to gauge the width of the save list.
Unfortunately, I messed up there, overwriting variable space directly
after the save names. In Urban Runner's case, this would be the list
of inventory items.
(cherry picked from commit 8e03a200ef53ce1e5d20590aae89fae0e640e873)
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The surface returned by OSystem::lockScreen() can have a pitch which
differs from w * bytesPerPixel, so modify the code to take this into
account. Fixes FMV problems on Dreamcast.
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As supplied by alex86r in bug report #3297633.
(cherry picked from commit db22f32a446ea31693c3c13f336fae776742e082)
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As supplied by alex86r in bug report #3297602.
(cherry picked from commit 31818ad4fd42c9a0689eed30a44ab7b846e52d1e)
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Don't overwrite _destSpriteX after PRINTTEXT with a value that's only
appropriate for monospaced fonts; support for non-monospaced fonts
has been introduced with Woodruff.
This should fix bug #3295889.
(cherry picked from commit a1c339ea4f70d4f93310fbece51a6b3348e769f4)
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Thanks to digitall for finding that one
(cherry picked from commit 30f7cdb49ac42ecabf7abfb1030319e3ce68e9b4)
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This fixes the vertical black line glitch in the QfG3 start menu (#3293351)
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This fixes a problem with the text being removed, but the game still waiting for the original period until doing another action
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translator
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#5200
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walkable areas
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not the key)
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comments
With these two hacks, it's possible to progress a bit further
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the palette animation"
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