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2018-01-23SUPERNOVA: Extract ArsanoGlider, ArsanoMeetup 2 & 3 and AxacussCell stringsStrangerke
2018-01-23SUPERNOVA: Extract ArsanoRoger textsStrangerke
2018-01-23SUPERNOVA: Fix a remaining kStringDialogSeparatorStrangerke
2018-01-23SUPERNOVA: Extract more dialog textsStrangerke
2018-01-23SUPERNOVA: Extract strings used in ShipHold and operations related to the cableStrangerke
2018-01-23SUPERNOVA: Extract strings for ShibCabinL3 & R3 and for ShipAirlockStrangerke
2018-01-23SUPERNOVA: Fix check of dialog status in ArsanoRoger onEntranceThierry Crozat
2018-01-23SUPERNOVA: Simplify a bit the codeThierry Crozat
2018-01-23SUPERNOVA: Extract the strings from ShipCockpitStrangerke
2018-01-23SUPERNOVA: Extract strings for Ship Hall and Ship Sleep CabinStrangerke
2018-01-23SUPERNOVA: Janitorial - Fix some spacing in rooms.cppStrangerke
2018-01-23SUPERNOVA: Remove useless 2nd initialization of _shown to falseStrangerke
2018-01-23SUPERNOVA: Remove useless definesStrangerke
2018-01-23SUPERNOVA: Change _shown to an array of bytes in order to handle extra ↵Strangerke
values used by dialogs, fix ArsanoMeetup2::onEntrance by using a shown variable
2018-01-23SUPERNOVA: Fix some warningsStrangerke
2018-01-23SUPERNOVA: Improve translated title displayThierry Crozat
The title is displayed on three lines aligned on their center, but the code provides the left coordinate for each line so we need to compute it based on the translated line length.
2018-01-23SUPERNOVA: Improve interactivity of title screen and intro cutsceneThierry Crozat
We can now press the mouse button to leave the title screen instead of having to press a key. Since the mouse cursor was visible, not being able to press the mouse button was strange. Especially as it was possible to use the mouse button earlier in the title screen. Also we can now use the mouse button or any key other than escape during the cutscene to move to the next sentence. And the code is more reactive to pressing the Escape key (we don't need to wait for the current annimation to finish) to exit the cutscene.
2018-01-23SUPERNOVA: Move intro cutscene strings to engine data fileThierry Crozat
2018-01-23SUPERNOVA: Move object name and description strings to engine data fileThierry Crozat
2018-01-23SUPERNOVA: Add POTFILES to get translated text for the GUIThierry Crozat
2018-01-23SUPERNOVA: Start using strings from the engine data fileThierry Crozat
This means that now all that remains to be done to play in English is to move all the strings to the engine data file and to translate them.
2018-01-23SUPERNOVA: Load strings from the supernova.dat fileThierry Crozat
2018-01-23SUPERNOVA: Add detection entry for English translationThierry Crozat
2018-01-23SUPERNOVA: Add getting translated images from the engine data fileThierry Crozat
2018-01-23SUPERNOVA: Plug memory leak in MOD music streamsThierry Crozat
2018-01-23SUPERNOVA: Clean indentationsThierry Crozat
2018-01-23SUPERNOVA: Fix compilation using MSVC9, silent some CppCheck warningsStrangerke
2018-01-23SUPERNOVA: Fix GCC Signed vs. Unsigned Comparison Warnings.D G Turner
2018-01-23SUPERNOVA: Fix GCC Warning for Malformed Narrowing Conversions in C++11.D G Turner
2018-01-23SUPERNOVA: Fix GCC Unused Variable Warnings.D G Turner
2018-01-23SUPERNOVA: Fix clicks at start and end of audio samplesThierry Crozat
The sound samples start with a 6 bytes header (including the size of the sample coded on a little endian 16 bits uint on bytes 2 and 3) and end with 4 bytes set to null. Those were passed to the raw stream, which resulted in the audible clicks. Note that we could use the information from the header to load the sound samples instead of keeping around an array of offset and size.
2018-01-23SUPERNOVA: Add saving/loading of playtimeThierry Crozat
2018-01-23SUPERNOVA: Disable loading during intro cutsceneThierry Crozat
Loading during the intro is not currently working and is not trivial to implement. So disable it for now.
2018-01-23SUPERNOVA: Properly handle loading saved game from launcherThierry Crozat
2018-01-23SUPERNOVA: Improve save state handlingThierry Crozat
The saved game files now start with a header and version which allows to do some sanity check and will allow to change the format in the future if needed. Also the MetaEngine can now be queried for the meta infos of a save state.
2018-01-23SUPERNOVA: Fix exiting intro cutscene using EscapeThierry Crozat
2018-01-23SUPERNOVA: Restores brightness when leaving the caveJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Implements screen shakeJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Restores brightness if power onJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Fixes rendering and logic for cableJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Adds current room to save fileJoseph-Eugene Winzer
and restores player location to it on load.
2018-01-23SUPERNOVA: Implements inventory arrowsJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Scrolls inventory when taking an objectJoseph-Eugene Winzer
Signed-off-by: Joseph-Eugene Winzer <joewinzer@googlemail.com>
2018-01-23SUPERNOVA: Limits inventory scrollJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Removes saveload.hJoseph-Eugene Winzer
This header file contained info on the data structres of the original game. The engine reimplementation is too different now to easily provide compatibility for the original save files though.
2018-01-23SUPERNOVA: Fix missing return value for cmdGiveAll debug commandThierry Crozat
2018-01-23SUPERNOVA: Allows saving by defaultJoseph-Eugene Winzer
When saving is not apropriate, for example during cutscenes, explicitly disable it.
2018-01-23SUPERNOVA: Fixes playing vinyl in CabinL3Joseph-Eugene Winzer
2018-01-23SUPERNOVA: Fixes save/load dialogJoseph-Eugene Winzer
2018-01-23SUPERNOVA: Fixes de-/serialization of game stateJoseph-Eugene Winzer