Age | Commit message (Collapse) | Author |
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This reverts back to the original slower speed by default, but allows
the Ctrl+S toggle from Scalpel to work in Rose Tattoo to increase
the play speed
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This likely fixes just about every remaining outstanding bug report.
The variable, for a savegame being loaded, was only reset when a
previously loaded scene was freed. But if you loaded a game directly
from the launcher, there was no previous scene to free, and the
variable remained set. Which meant that you could do things in the
scene and then either leave the scene or make another save without
the _sceneStats update method being called to reflect the changes
made in the change in the global flags.
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This may cause slight timing issues when doing animations of Holmes
playing musical instruments; I've already added special cases for
several of them to still keep animations in sync with the music
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These were reported in bug #6887
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The error was:
no viable conversion from 'std::__1::nullptr_t' to 'const Common::String'
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This is something I found when trying the savegame from bug #6932,
but I still don't know if it actually is that bug.
From what I understand, there are two different cases in the
moveCarToPoint() method: One where you click on a different
section on a track than you're on, and one where you click on the
same section on the track that you're on.
In the latter case, it sends message 0x2004 to the car, which is
then handled by AsCommonCar::handleMessage(). That one will assume
that the parameter is a point, but this can also be encoded as an
integer with 16 bits for the X coordinate and 16 bits for the Y
coordinate. See MessageParam::asPoint().
If we only pass an X coordinate to the message, the Y coordinate
is assumed to be 0, and we do this in a couple of places. I do not
know the exact implications of that, but in the two cases I've
changed here, it meant that clicking on the track below the car
would still make it go up, because it thought you were travelling
towards the top of the screen.
So I think this is the appropriate fix, but even if it is, I do
not know if it's enough or if it should be changed in other places
as well.
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This fixes cases where the array has multiple entries; removing a
previous entry could result in startCAnim's Object &cObj ending
up pointing to an incorrect entry
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Moved people names to fixed text class
Changed order of inventory names + inventory descriptions
Fixed German umlauts
Added French text
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was changed to fixed text class today
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Press key to continue/for more is now translated in the Spanish+German
versions of the game
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Fix a few typos of location names in the journal (Spanish version)
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Fix "Alamacen" typo into "Almacen" see bug #6931
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Location "Alley" on the map is now translated in the Spanish version
see bug #6931
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"Exit" is now translated to "Salir" instead of keeping "Exit"
in the Spanish version of Scalpel (see bug #6931)
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Replace fixed text umlaut with octal value
Also fix German "Tarot Cards" translation, Tarock cards are the
french cards, that are not used for predicting the future / telling
fortunes
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people names are now available in Spanish + German as well
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Talking to Watson in the Alleyway scene can result in the text
"Change Speaker to Sherlock Holmes" appearing mid-conversation,
even in DosBox. This workaround fixes this by skipping the text.
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The crash occurred due to the presense of a single character
printable string between two script opcodes
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remove the possible opcode check, that was added to fix the Spanish
version crash during the alley room. We now have support for the
inverted exclamation mark and we want to show that character.
This also shows the inverted question mark. See bug #6931
If there are any more invalid characters, this commit may cause
assert()s in fonts.cpp again.
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Support for spanish inverted exclamation mark
Was skipped over in the original interpreter and also wasn't
even included in the spanish font
We create the character by ourselves and map it accordingly
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