Age | Commit message (Collapse) | Author |
|
|
|
|
|
Real MIDI devices, and MT-32 in particular, need delays between
SysEx messages to ensure sufficient time to receive and process
the incoming data buffer. Sending too much data too quickly to
these devices can cause them to crash with a buffer overflow.
The MT-32 emulator, on the other hand, has no problem receiving
SysEx data instantly, so skipping the delays means that games that
send lots of data to the MT-32 will start up much faster.
|
|
|
|
For better performance.
|
|
Fixes loading a game from the launcher after returning to the launcher.
|
|
InputDeviceManager::pumpEvents is called from neighborhood classes that
are destroyed when loading.
Don't allow loading from that method to prevent use after free bugs.
|
|
Otherwise, pressing escape to close the GMM opens the game's own menu.
|
|
Fixes a crash to debugger in the following case:
- TSA: Select he Pegasus biochip. The recall button is disabled.
- Select the gas canister in the inventory
- Jump to Norad VI
- Press T to show the Pegasus biochip. The recall button is still
incorrectly disabled. Clicking on it triggers an error.
|
|
Fixes the display of OSD information when toggling fullscreen.
|
|
OpenGL backends don't always support the pixel format that is
returned by the Indeo 3 decoder when playing the GK2A.AVI from the
GK2 demo. If this happens, use the backend's preferred pixel format
and convert in software.
If a backend doesn't support any 16-bit or 32-bit format, the
playback code will error out. This is probably fine, since there
are not really any of those any more.
Fixes Trac#9994.
|
|
|
|
This fixes flickering icons during the word hallucinations.
|
|
This fixes the glitchy positioning during the word hallucinations.
Fixes Trac#10036.
|
|
|
|
|
|
|
|
|
|
In commit f0581bab4a4b1b4102a7fbdd4a3d54d4397e00e9 the index value
for the array was changed from a constant to a variable, but uint8
is too small to contain 293, so this value was ending up as 37.
|
|
These shifted values are replaced with their literal equivalents
as would be calculated on an x86.
|
|
|
|
|
|
|
|
added async walking
named some of the game flags & variables
renamed aesc to screen effects
|
|
Fixes Trac#10182.
|
|
|
|
This is not known to fix any particular issue, but the game does
set some flags internally if it's running in 256-color Windows,
which is possibly undesirable since we do run 16-bit videos
regardless.
|
|
This update should give the game the default mix it receives in
Windows. If necessary, the half-volume audio bug in the DOS
interpreter can be added as an additional hack for this game, since
there are still some sub-par audio mixes that might need additional
correction (like Curtis talking to Blob when taking her out of the
cage in his apartment at the start of the game) which were also
bad in the Windows version of the game.
Fixes Trac#10165.
|
|
|
|
|
|
|
|
|
|
TITANIC: Star control changes
|
|
|
|
In the original once you have hit the go button
on the steering wheel it won't let you use it again
until you have solved the puzzle so that is how
ScummVM does it now.
|
|
In scummvm and the original engine if you try to
unlock/lock stars in photoview/skyview then the
stars will not unlock/lock, but the sounds
associated with unlocking and locking were playing.
Giving a false impression that the
locking/unlocking was happening.
The sounds no longer play when in photoview.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This code is identical to the kArrayGetData implementation.
|
|
The original interpreter allowed most string references to be
null references, in which case it would substitute an empty
string.
|
|
In the original interpreter, is it valid to pass a null reference
to both kArray(GetData) (it just acts as an identity function when
the passed argument is not an object) and to kString functions (it
always dereferences to an empty string).
Fixes Trac#10039.
|
|
|
|
|
|
To enable the optional content censoring mode, Phant2 looks
for a RESDUK.PAT file, which is normally placed by the game's
installer if the user chose to enable censorship. If the file
exists, the game reads an unlock password out of the file and
asks the user to enter the password when starting a new game to
create an uncensored game, or to click a "less intense" button
to start the game with censoring. The censorship state of the
game is then persisted in the save game file, and installations
with the RESDUK.PAT file need to enter the password again in
order to restore any of the uncensored saves.
Since we do not have an installer that can enable this feature,
add a game option toggle to enable/disable censoring (for the
releases that have the optional censorship mode) instead so the
censored content feature is available for anyone that wants to use
it. This flag is restored from ScummVM whenever a save game is
loaded, so it can be toggled on or off at any point without
needing a separate save game, unlike in the original interpreter.
|
|
The GOG.com release is missing the AVIs used for the intro &
ending animations in Windows. I'm unaware of any substantive
differences between the DOS and Windows versions otherwise, so
just not allowing Windows to be selected as a platform when the
video files are missing seems like it should be fine. (Same thing
in the opposite direction for a case where the DOS Robot files
are missing, though I don't know of a specific case where that is
a thing with KQ7 2.00b.)
|
|
|