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2016-04-17WAGE: Improved accuracy of think line drawing.Eugene Sandulenko
Still not perfect, it looks like our Bresenham is a bit different from the one used by QuickDraw, or (most likely) the polygon drawing is different.
2016-04-17SKY: Proper support for Russian BASSEugene Sandulenko
2016-04-17Merge pull request #752 from CrazyMax/masterEugene Sandulenko
SCI: Add Russian translate of Torin's Passage (Windows version)
2016-04-17Merge pull request #748 from salty-horse/fullpipe_headersEugene Sandulenko
FULLPIPE: Reduce audio header dependencies
2016-04-17MOHAWK: Update the screen immediatly when changing stacksBastien Bouclet
This fixes the linking sound being played before the new age is displayed. Thanks to rootfather for noticing.
2016-04-16SKY: Added localized quit message for Russian translationEugene Sandulenko
2016-04-16AGOS: Added Russian Simon2 Talkie. Submitted by DimouseEugene Sandulenko
2016-04-16DRASCULA: Fix animations speedThierry Crozat
To time animations the original engine uses interrupt to get the Real Time Clock and divides the number of clock ticks by 0.182. Since there is approximately 18.2 ticks per second, this means it uses values in 1/100th of a second. In ScummVM we were using getMillis() / 20, so the animations was two times slower than in the original. This might fix bug #7115 Drascula: FPS are incorrect or some frames are dropped. Note that for the walk animation we are still not exactly using the timing of the original. The original engines keeps each walk frames for 5.7 times 1/100th of a second (i.e. 17.54 FPS). In ScummVM getTime returns an integer value and as a result each walk frame is now kept for 6 times 1/100th of a second (i.e. 16.67 FPS, which i better than the 8.33 FPS we were getting before this commit). as our getTime returns integer values and thus we use frames for 6 of 1/100th of a second while the original is slightly faster as it kept frames for 5.7 times 1/100th of a second.
2016-04-16DRASCULA: Swap extraSurface and tableSurface use in chapter 6 for Spanish ↵Thierry Crozat
version This simplifies the code and bring it closer to the original source code. This should help if we need to debug issues in the future.
2016-04-16MADS: Remove git conflict markers in menu_views.hRob Loach
2016-04-15WAGE: Draw console via MacWindowEugene Sandulenko
2016-04-15WAGE: Fix border blittingEugene Sandulenko
2016-04-15WAGE: Fix window title drawingEugene Sandulenko
2016-04-15WAGE: Fix window composing offsetEugene Sandulenko
2016-04-15WAGE: Simplify border drawingEugene Sandulenko
2016-04-15WAGE: Fix border clippingEugene Sandulenko
2016-04-15WAGE: Started screen composingEugene Sandulenko
2016-04-15WAGE: Benefit from ManagedSurface methodsEugene Sandulenko
2016-04-15WAGE: Switch to ManagedSurfaceEugene Sandulenko
2016-04-15SCI: Add Russian translate of Torin's Passage (Windows version)CrazyMax
2016-04-15NEVERHOOD: Avoid crash in original load/delete game dialogsTorbjörn Andersson
The original game would display a message if you tried to load or delete a game without actually selecting one. At least for now, let's just avoid crashing.
2016-04-15NEVERHOOD: Fix bug #7116 ("Crash upon clicking ...")Torbjörn Andersson
Don't crash when clicking a read-only text widget. In the original, the load game dialog's text widget isn't read-only, but since we allow multiple games to have the same name it's probably for the best that we don't quite match the original behavior here.
2016-04-15NEVERHOOD: Tiny whitespace fixTorbjörn Andersson
It's bugging me, ok?
2016-04-15KYRA: Initialize variable before usage.Johannes Schickel
Thanks to salty-horse for reporting.
2016-04-14WAGE: Started to plug the WM inEugene Sandulenko
2016-04-14FULLPIPE: Reduce audio header dependenciesOri Avtalion
2016-04-14AGOS: Reduce audio header dependenciesOri Avtalion
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-04-14JANITORIAL: Reduce GUI header dependenciesOri Avtalion
2016-04-14WAGE: Draw border in MacWindowEugene Sandulenko
2016-04-13Merge pull request #746 from OmerMor/masterMartin Kiewitz
SCI: Added the Atari ST version of Codename: Iceman
2016-04-13SCI: Added the Atari ST version of Codename: IcemanOmer Mor
2016-04-13DRASCULA: Improve text centeringThierry Crozat
When splitting strings into several lines to fit on the screen the original engine could result in lines with one character beyond the right edge of the screen, which in practice would be drawn on the next line on its own, aligned to the left (and not centered). This commits adds a check to avoid this situation. So although it now behaves slightly differently than the original engine this is for the better.
2016-04-13WAGE: Basic stuff to MacWindowManagerEugene Sandulenko
2016-04-13TSAGE: Reduce GUI header dependenciesOri Avtalion
2016-04-13TESTBED: Include correct headerOri Avtalion
2016-04-13HUGO: Reduce header dependenciesOri Avtalion
2016-04-13AGI: Move predictivedialog.h out of agi.hOri Avtalion
2016-04-13WAGE: Added stub of MacWindowManager classEugene Sandulenko
2016-04-13WAGE: More auxiliary methods to MacWindow classEugene Sandulenko
2016-04-13WAGE: Stub for MacWindow classEugene Sandulenko
2016-04-12DRASCULA: Fix cursor visibility during animation at start of chapter 6Thierry Crozat
Here we transition from an animation at end of chapter 5 to another animation at start of chapter 6. Usually the cursor is hidden when performing the action that triggers the animation. But here there is no action to trigger it and the cursor is made visible when starting a new chapter or entering a room (so between the two animations). So explicitly hide it at the start of this specific animation (and it gets shown again when we enter room 102 at the end of the animation).
2016-04-12DRASCULA: Fix wrong background for inventory in chapter 6Thierry Crozat
This was a regression from commit fa3d3e3 and this fixes part of bug #7113 DRASCULA: Serious sprite glitches. The original uses extraSurface to draw text in draw_abc() in the Spanish version while other languages use tableSurface. But in ScummVM this was changed to use tableSurface for all languages. However this caused an issue in chapter 6 when displaying the inventory has it is also using tableSurface, as it was for all languages in the original. While using the same surface works for other languages, in the Spanish version we get the wrong background in the inventory. Rather than revert to using extraSurface for drawing text which is a big change and impact all the chapters, I have opted to simply swap the usage of the tableSurface and extraSurface in chapter 6 for the Spanish version compared to the original engine. The changes therefore only impact chapter 6 and only the Spanish version. I played the chapter in full to check that it indeed works without causing adverse effects.
2016-04-12WAGE: Update game statusEugene Sandulenko
2016-04-12WAGE: Fix console redrawing when desktop is redrawnEugene Sandulenko
2016-04-12WAGE: Redraw scene on object move to match original.Eugene Sandulenko
Still buggy a bit
2016-04-12WAGE: Fix click target search orderEugene Sandulenko
2016-04-12WAGE: Fix object sorting. Fixes many glitchesEugene Sandulenko
2016-04-11DRASCULA: Fix regression in subtitle display in Spanish versionThierry Crozat
This code was committed by mistake in the previous commit.
2016-04-11WAGE: Fix sorting of objects during moveEugene Sandulenko