Age | Commit message (Collapse) | Author |
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This fixes a regression from the in-progress hi-res mode, that
made the cursors tiny.
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This will allow us to play the portrait movies at full resolution,
and better display the fonts, which dont look good at low resolution
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it's called pixel weighting, not color weighting
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calculate color average when downscaling videos
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Ideally, it would be great if the portraits could be played at their
original size, but it would mean using a higher resolution graphics
mode, and changing co-ordinates everywhere in the engine, which
would be a major undertaking
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This was broken in previous commit when adding support for versions
that do not have this file.
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This is what the original game does too, and the scripts query for
all-uppercase CD track names.
Interestingly, this being wrong has been mostly inconsequential. It
does, however, manifest in one bug in the underwater wreck level of
Gobliins 2. After calling the Moray Eel by lighting the lamp with
Winkle, speaking to said eel has the scripts wait for the currently
playing background track to end before playing the voice lines,
instead of ending the audio track forcefully. The track is only about
a minute long, so it's "only" annoying, not a game-stopper.
The scripts also try to compare the CD track name with some different,
all-uppercase names, so this is possibly relevant in some other places
as well. No such bug report exists at the moment, though.
See also the forum post with the bug report:
http://forums.scummvm.org/viewtopic.php?p=81733#81733
A somewhat related bug report is #2999 "GOB2 : Moray Eel Game Freeze
(Wreck Scene)" (<http://sourceforge.net/p/scummvm/bugs/2999/>). At
that time, the script expression parser still did a stricmp for the
NEQ expression (which is wrong), and that made the bug not trigger.
Commit 5c58b9a3a4a8848474aba18c02c0da997fb138a2, which fixed that
incorrect NEQ behaviour, then made this bug here appear.
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This is consistent with what happens when checking for "pending U
keys", so I think it's correct, but the Scalpel keyboard handling
doesn't work very well at the moment anyway. Probably at least partly
because of the way it mixes char and Common::KeyCode. I haven't
been able to wrap my head around it...
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ZVision does not currently, but that's OK
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Conflicts:
engines/mads/phantom/game_phantom.cpp
engines/mads/phantom/globals_phantom.h
engines/mads/phantom/phantom_scenes.h
engines/mads/phantom/phantom_scenes1.cpp
engines/mads/phantom/phantom_scenes1.h
engines/sherlock/events.cpp
engines/sherlock/inventory.cpp
engines/sherlock/journal.cpp
engines/sherlock/map.cpp
engines/sherlock/map.h
engines/sherlock/module.mk
engines/sherlock/music.cpp
engines/sherlock/music.h
engines/sherlock/objects.cpp
engines/sherlock/objects.h
engines/sherlock/people.cpp
engines/sherlock/people.h
engines/sherlock/resources.cpp
engines/sherlock/resources.h
engines/sherlock/scalpel/drivers/adlib.cpp
engines/sherlock/scalpel/drivers/mididriver.h
engines/sherlock/scalpel/scalpel.cpp
engines/sherlock/scalpel/scalpel_scene.cpp
engines/sherlock/scalpel/scalpel_scene.h
engines/sherlock/scalpel/scalpel_user_interface.cpp
engines/sherlock/scalpel/scalpel_user_interface.h
engines/sherlock/scalpel/settings.cpp
engines/sherlock/scalpel/tsage/logo.cpp
engines/sherlock/scalpel/tsage/logo.h
engines/sherlock/scene.cpp
engines/sherlock/scene.h
engines/sherlock/screen.cpp
engines/sherlock/screen.h
engines/sherlock/sherlock.cpp
engines/sherlock/sherlock.h
engines/sherlock/sound.cpp
engines/sherlock/sound.h
engines/sherlock/surface.cpp
engines/sherlock/surface.h
engines/sherlock/talk.cpp
engines/sherlock/talk.h
engines/sherlock/tattoo/tattoo.cpp
engines/sherlock/tattoo/tattoo.h
engines/sherlock/tattoo/tattoo_scene.cpp
engines/sherlock/tattoo/tattoo_scene.h
engines/sherlock/tattoo/tattoo_user_interface.cpp
engines/sherlock/tattoo/tattoo_user_interface.h
engines/sherlock/user_interface.cpp
engines/sherlock/user_interface.h
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To make it easier to use the "dumpfile" command. There is little-
to-no sanity checking in this one...
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