Age | Commit message (Collapse) | Author |
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a difference for Fascination, not for the other games using mult_v2. This fixes the refresh of all the little animations in Fascination.
svn-id: r52132
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This has been tested and verified as much as I can, but has a small
risk of leading to (easily fixable) regressions.
svn-id: r52130
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svn-id: r52129
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svn-id: r52126
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even if one is present in the picture, fixes some transitions looking weird in eq2 - bug #3037126
svn-id: r52125
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initial title now gets removed
svn-id: r52122
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(Hopefully) Fixes every window display issues in lab, villa, picture labo, and lounge.
svn-id: r52109
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storage room
svn-id: r52107
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svn-id: r52106
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I'm not sure why we define our own ABS(), but I assume we have some
compelling reason for it.
svn-id: r52105
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svn-id: r52104
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least) the picture problem in the lab, and the game is now completable (VGA floppy). Thanks SylvainTV for the debugging help
svn-id: r52103
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fixes bug #3045225
svn-id: r52102
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Apparently, the original interpreter hard-coded the lengths of the
audio tracks on the CD, and in this particular case it makes a
difference that one of the tracks is slightly longer on the disc
than the scripts assume it is. Thanks to hennymcc for doing all the
hard work in figuring this out.
svn-id: r52098
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svn-id: r52082
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sq4cd recreates the inventory window several times, but also reuses old window ids, causing kernelSetActive errors. fixes bug #3044757
svn-id: r52079
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fixes bug #3044734
also fixing heap corruption during the ending
svn-id: r52077
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svn-id: r52076
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svn-id: r52072
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makes it work, bug #3043270, added FIXME
svn-id: r52071
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bug #3044046
svn-id: r52070
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fixes bug #3044507
svn-id: r52068
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svn-id: r52067
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svn-id: r52066
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bug #3044218
svn-id: r52065
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bug #3044044, didn't occur for me, needs testing
svn-id: r52064
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bug #3043955
svn-id: r52063
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svn-id: r52047
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fixing endless flight, is actually a script data bug - there is an additional property, which is not included in property count. It's used. We return 0 in that case, because we don't know about that property, resulting in nest::x never get changed and the scripts check that for advancing
svn-id: r52046
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svn-id: r52045
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we had this workaround before, this is for a different pq2 version - bug #3043904
svn-id: r52044
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fixes laura bow 1 when knocking at the door in the attic, scripts wait for 0xb in that case, sound resource sets 0xb and then immediately ends. This resulted in the scripts only getting the termination signal, so they waited endlessly. (bug #3042981)
svn-id: r52043
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for laurabow2 floppy. In floppy the bug doesn't occur, we fix the code nonetheless
svn-id: r52040
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svn-id: r52039
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painting closing immediately
(fixed properly here, the NRS patch just nukes the whole routine)
svn-id: r52038
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fixes some words not being red in pepper (part of bug #3040039)
svn-id: r52031
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really weird, but it works now. Bug #3037578 (kq5 trunk), bug #3043286 (lb1 knight)
svn-id: r52007
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broke laura bow 1, need to figure out whats exactly wrong
svn-id: r52004
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fixes actual game bug #3042277 - sierra switched in that case to highest volume possible
svn-id: r51999
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svn-id: r51996
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These devices are not able to create appropriate drivers.
The only purpose for now is having proper gui options and flags and music types for the device detector.
The corresponding GUIO flags for the new devices have been added, too.
svn-id: r51995
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working now like in sierra sci, when using priority/control - fixes pepper adventures in time - no failure screen - bug #3040185
cleanup of GfxPaint16::fillRect
svn-id: r51994
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svn-id: r51991
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At this point, there's little point in doing them one game at a time.
Re-enable PCjr music for old Monkey Island, and for the Passport to
Adventure demo. Again, I don't have all the relevant versions to test
myself, so keep an eye out for regressions.
At this point, only the Apple II and C64 versions of Maniac Mansion
have the MDT_PCSPK flag, but not the MDT_PCJR flag. I don't know a
thing about these versions, so I'm leaving them well enough alone.
svn-id: r51990
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svn-id: r51989
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Apart from adding the necessary detector flags, in cases where we used
to only check for PC Speaker we now also need to check for PCjr. Note
that I have only tested this with the VGA version. And even with that
one, I've only given it the briefest of tests.
svn-id: r51988
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If the mixer isn't ready, we probably have to check for PCjr as well,
so add that case.
svn-id: r51987
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This once again makes it possible to select PC Speaker music in Indy 3.
svn-id: r51986
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but pausing looped samples only
fixes "I'm melting" sample in sq1 death (bug #3038048)
added detailed comment about this change
svn-id: r51985
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when restoring on arcada in some rooms (bug #3040908)
svn-id: r51984
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