Age | Commit message (Collapse) | Author |
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svn-id: r52903
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svn-id: r52902
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We have to update cursor position, not just terminate the input
buffer. This makes Ctrl-C work as intended, which fixes one half of
bug #3054184 ("SQ1 AGI: keyboard special keys are not functioning
properly"). I'm not sure if the second half actually is a bug.
svn-id: r52899
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svn-id: r52891
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definitely save to backport, belongs to r52887
svn-id: r52888
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kAddToPic doesnt do loop/cel fixups, it also doesnt support global scaling and will only set nsRect on scaled Cels, not reusing fill() of kAnimate anymore, but doing those things separately
fixes kq6 - 2nd window shown instead of peppermint bush (bug #3070465)
should be save to backport
svn-id: r52887
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The initial screen color needs to be 0 and not 0xf for these. Winnie C64/Apple II should be completable now, with some graphical glitches and palette problems.
svn-id: r52881
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svn-id: r52880
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svn-id: r52878
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svn-id: r52877
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fixes bug #3072868
should be save for backporting
svn-id: r52875
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svn-id: r52871
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The workaround is no longer needed since we provide the previously
missing track. It shouldn't break the game if you play from the CD
either, as the timing appears to be hardwired rather than keyed to
the music.
svn-id: r52866
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svn-id: r52860
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This fixes the path on the world map, during intro
svn-id: r52858
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This was due to a loop in AgiEngine::selectItems(int n), which lacked a check
that the engine was quitting or restarting.
svn-id: r52856
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Otherwise buffered-up key presses can cause dialog to be skipped once
the player finally picks a conversation option.
svn-id: r52850
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If response() loads an image into backSurface, we need to restore the
conversation charset to it once we're done. This may very well fix a
few other similar bugs, but I haven't verified that.
svn-id: r52845
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When clicking outside of all inventory objects, the whichObject()
function would return 43, which is an invalid inventoryObjects[]
index. I think that's what caused it to crash for me. There are a
few other inventoryObjects[]-related changes as well.
svn-id: r52843
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svn-id: r52842
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(After a brief discussion with sev.) AdLib is now the old Sarien sound,
PCjr is the new PCjr emulation. PCjr is still the default; we don't
need to ask getMusicType() how to get there.
svn-id: r52838
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Music drivers:
default: proper Tandy/PCJr
adlib: proper Tandy/PCJr
pcjr: old Sarien emu
amiga: old Sarien emu in Amiga mode
pcspk: Sarien emu in PCSpk mode (quite wrong)
midi: 4 channel MIDI
svn-id: r52836
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svn-id: r52835
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svn-id: r52831
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svn-id: r52827
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svn-id: r52825
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svn-id: r52823
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svn-id: r52820
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it's set. Currently game-specific for Hoyle4; fixes bug #3038424. But
other SCI1.1 games should be tested with a general version of this to
see whether it fixes relevant bugs.
svn-id: r52818
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This happened to me when playing the floppy version of Gobliins 2. I
don't know if it's a fix or a workaround, but the function can clearly
return NULL so let's guard against it.
svn-id: r52813
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Moved some plane related functions inside updatePlane() instead of frameOut(). Cleanup.
svn-id: r52804
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svn-id: r52802
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svn-id: r52801
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svn-id: r52799
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in revision 42737.
svn-id: r52798
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svn-id: r52796
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svn-id: r52795
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svn-id: r52794
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svn-id: r52793
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svn-id: r52792
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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svn-id: r52790
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Added more graceful handling of the case where SCI32 isn't built in and the
user tries to detect or start a SCI32 game
svn-id: r52789
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- Fix crash in the first screen of H1 Dos
- Clean up
svn-id: r52787
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svn-id: r52784
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svn-id: r52781
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svn-id: r52778
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svn-id: r52768
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MD5s provided in bug #3067489
svn-id: r52767
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I think the code uses this in this particular instance to have the comments on
top of the various tables aligned with the actualy entries, so I decided not
to make this conform to our guidelines, but rather to the rest of the style
used in this file.
svn-id: r52766
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