Age | Commit message (Collapse) | Author |
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The idea here is that if two voices are generating the same tone,
the square wave generator should be in sync so that the wave forms
amplify each other, rather than cancelling each other out.
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This includes a TODO, about what to do if we ever hit this case.
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Thanks to digitall for his initial patch, which I only altered slightly.
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In AGI games, the numeric keypad is used as an alias for cursor keys to
allow stationary and 8 directional input, but while the predictive
dialog is open, this is more sensibly mapped to numeric input to
allow use of the predictive input on desktop ports.
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This was a regression introduced by
4b2f92b5e56a1fc273c8c8d2e69b747f938ea92f (r55135)
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- update passed values and not local variables when s == 0
- initialize r, g, b values in palette rotation test instead of passing unitialized variables
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Also make the strings translatable.
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Don't attempt to detect PC devices for non-PC versions of the game, because this might trigger unnecessary detection failure messages.
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(match with 477d6233c3672d9a60cceea3570bc775df3d9253)
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- fix RTL during outro/credits
- get rid of _animator
- fix wrong memset
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(see comment in items_lol.cpp)
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This fixes bug #3310782. However, as I was unable to get the games working in
a Mac emulator, this is an educated guess at this point.
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This should correctly handle re-enabling the cursor when restoring savegames.
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For some unknown reason, the CD version introduced a one pixel Y difference for dialogs.
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