Age | Commit message (Collapse) | Author |
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I don't see any purpose to this delays and they were not present in
the original engine. It works fine without those and the interface
seems more responsive.
This fixes bug #7121 DRASCULA: Delay and freeze when pressing
right mouse click on game
Also move a delay when left clicking to after performing the action.
With the delay between the left click and the action, the mouse
position could have moved when performing the action, resulting
in the wrong action being performed (e.g. activating the wrong verb
or picking the wrong object in the inventory). But removing the
delay altogether causes flickering when picking objects from the
inventory.
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The delay, since it updates the mouse position, resulted in a
different verb being selected than the one we clicked on when
moving the mouse quickly after the clic. This was quite confusing
and frustrating. I can't see any reason for this delay and it seems
to work well without it. The initial commit adding it indicates this
was "for better mouse response", but it added a lot of other delays
at the same time, and removing this one doesn't see to impact the
mouse response (on the contrary, we get the new cursor quicker).
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The original engine skipped the first 32 and last 32 bytes of the
data when playing a sound. We did not do it in ScummVM which
resulted in noise at the start and/or end of some speech. This
was most noticeable with Spanish speech but also occurred
occasionally with English speech.
This fixes bug #7120 Drascula: Audio noise before every voice in
the game
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The visible[1] flag in room 31 (i.e. for the axe) is now reset according
to flags[13] (which indicate if we picked up the axe already or not).
This fixes bug #7118 Drascula: Axe item can be picked up infinite
times
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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.
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SCI: Add Russian translate of Torin's Passage (Windows version)
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FULLPIPE: Reduce audio header dependencies
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This fixes the linking sound being played before the new age is displayed.
Thanks to rootfather for noticing.
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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.
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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.
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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.
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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.
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It's bugging me, ok?
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Thanks to salty-horse for reporting.
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SCI: Added the Atari ST version of Codename: Iceman
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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.
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