Age | Commit message (Collapse) | Author |
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FoxTail use 2x, 3x, 4x, etc so-called "screen modes", that are switched between in Options menu.
Current implementation makes FoxTail no choice but to think that 640x360 is the only option avaliable, since we don't want game engine to mess with ScummVM's render filter settings.
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FoxTail requires Game.GetSaveSlotDescriptionTimestamp for getting
information about saved games.
Engine 1.2.362 and below returns object with Description and Timestamp
fields.
Engine 1.2.527 and above returns array[2] with Description and Timestamp
as items.
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Game.Split(str,sep) is added to split string into array of substrings with separator
array.Delete(index) is added to delete an array item by index
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FoxTail have flexible cursor settings system that require things like toggling visability of inventory items.
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There are two new methods: immidiate stop and changing walking speed
For stopping, I'm reusing turnTo() code to finalize moving.
I talked to FoxTail devs about what SetSpeedWalkAnim actually does and answer was to set animation delays with given number of milliseconds.
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FoxTail requires access to SubFrame's pixels to set actor.AlphaColor
with lighting map pixel value at x,y of actor's position.
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FoxTail requires Game to have 2 string options with engine build and
game package version.
BuildVersion is provided with detection tables
GameVersion is extracted from data.dcp and stored in a hashmap
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FoxTail gets a Steam API language code on 1st start from Game.SystemLanguage property
FoxTail currently uses 5 languages: English, German, Polish, Russian, Ukrainian
Even more languages are promised on release, so let's support all possible languages here
There are 22 languages listed both in common/language.h and Steam API, supported them all
See https://partner.steamgames.com/doc/store/localization for current API language codes
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Game is not playable with standard Wintermute, so we should stop player
from even trying to run it if ENABLE_FOXTAIL is off.
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FoxTail is still in "Early Access" status, so this list is not final
All game builds have 1 multilanguage "data.dcp" package
Common::PL_POL is supported since 1.2.527.3377
Steam allows to download 14 public versions of FoxTail's depot:
1.2.527.3391 - 2019 Mar 22; silent bugfix
1.2.527.3389 - 2019 Jan 22; listed in Changelog on GOG and in News on Steam
1.2.527.3377 - 2019 Jan 17; listed in Changelog on GOG and in News on Steam
1.2.362.2047 - 2018 May 31; listed in Changelog on GOG and in News on Steam
1.2.362.2039 - 2018 May 30; listed in Changelog on GOG and in News on Steam
1.2.304.1571 - 2018 Mar 20; listed in Changelog on GOG and in News on Steam
1.2.230.1322 - 2018 Mar 03; silent bugfix
1.2.230.1321 - 2018 Mar 03; silent bugfix; required for GOG 1321->1571 updater
1.2.230.1318 - 2018 Mar 03; silent bugfix
1.2.230.1316 - 2018 Mar 03; silent bugfix
1.2.230.1315 - 2018 Mar 02; silent bugfix
1.2.230.1313 - 2018 Mar 02; listed in Changelog on GOG and in News on Steam
1.2.230.1303 - 2018 Mar 01; silent bugfix
1.2.230.1291 - 2018 Feb 26; listed in News on Steam; first public release
Two more versions seems to be released for nonpublic alpha-testing only:
1.2.227.916 - 2018 Feb 16; listed in News on Steam; not public release
1.2.227.880 - 2018 Feb 06; listed in News on Steam; not public release
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FoxTail engine is a WME Light engine fork with closed sources.
Some features have different behaviour in different versions of FoxTail engine.
That's why we need to detect engine version.
Note that FOXTAIL_OLDEST_VERSION > LATEST_VERSION.
Most features are just new methods for Game, Actor, Array, etc. and are not guarded.
Some hacks are common for all FoxTail versions, and are guarded with isFoxTail().
Some changes are specific to versions from v1 to v2, isFoxTail(v1,v2) is checked then.
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FoxTail is a point-and-click adventure game by Gingertips Game Studio, featuring extended and hacked WinterMute engine fork.
Most features are added by introducing new API methods and properties, but some are just hardcoded to be different from normal WME stuff.
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Griffon.s03 map
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of on the stack
Also adapted WinCursorGroup and MacMenu to reflect this.
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"Hor" is a small ("5 minutes"), complete and really nice game by Roman
Koksharov.
It has no in-game text except the game title, so I marked is at
Common::UNK_LANG.
Source: https://gamejolt.com/games/hor/258037
Source: https://www.indiedb.com/games/hor
v1.0 and v1.3 are actually almost the same, difference is only in
"ALLOW_WINDOWED_MODE" game property and settings binary.
P.S. Have you found a secret ending? ^_~
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Fixes bug #10156
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Ignores a detected volume version of SCI3 when the map version is less
than SCI2, as that indicates detectVolVersion's heuristics failed.
SQ1VGA Russian has volume files with a few junk bytes in between
resource entries, which causes detectVolVersion to return SCI3
instead of the expected result of Invalid and then use the
correctly detected map version. The detection algorithm tries each
version until it finds one that fits, and the SCI3 pattern happens
to fit because it's necessarily the most permissive due to the
wCompression bytes containing meaningless values.
Fixes bug #10156
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Trac #9833
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Trac #9835
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(I probably broke that in 04e85a0f)
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to INT
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The optional green potion that can be made at the alchemists' crystals can lead to invalid memory access. The animation frames aren't properly cleaned up like in the snake poisoning sequence.
I just add the same handling as as workaround.
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