Age | Commit message (Collapse) | Author |
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Forward-ported from branch. Let's do this the easy way for now, even
if I'm not sure why the save dialog shows the autosave slot anyway.
svn-id: r52997
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svn-id: r52995
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svn-id: r52992
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svn-id: r52991
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svn-id: r52990
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In SCI01 and up, each typed word may be interpreted as multiple
class,group pairs. This patch adds support to the vocabulary and
parser. It uses the matcher support added in r52985.
This fixes parser issues in German LSL3, but needs testing.
svn-id: r52989
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svn-id: r52988
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svn-id: r52987
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svn-id: r52986
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This is to prepare for multilingual SCI versions. In those a single typed word
may be parsed to multiple class,group pairs, any of which may match
the said specs. The actual parsing is not yet implemented.
svn-id: r52985
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svn-id: r52984
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svn-id: r52981
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8 bit mode makes no sense for these games since colors will be too messed up.
SCUMM 3 games (Indy 3, Loom, Zak) are still supported in 8bit mode.
svn-id: r52977
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Bug #3065113: "ITE demo: patched sound at intro is not played correctly"
svn-id: r52975
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specific static variables.
2. Modified code to handle the change
3. Updated the previously merged obsolete copy of branch gsoc2010-testbed.
svn-id: r52973
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This workaround prevents the Weregate from closing whilst Goewin is still within it
svn-id: r52971
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This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).
Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.
This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).
Japanese font drawing hasn’t been improved much yet. This will be a separate task.
svn-id: r52966
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svn-id: r52963
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Fix crash when clicking on objects without a
default 'TAKE' action (like the hero, the eyes and
the bat in the first screen)
svn-id: r52962
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- Use OK and YES/NO messages boxes when required
- Empty messages are no longer displayed
svn-id: r52960
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svn-id: r52957
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svn-id: r52952
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svn-id: r52951
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svn-id: r52950
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Enabling basic Urban drawing again
svn-id: r52949
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svn-id: r52948
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svn-id: r52947
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This will be the new class managing all drawing, providing
depth-agnostic methods for all drawing operations, including 2
iterator-like classes, Pixel and ConstPixel.
svn-id: r52946
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svn-id: r52945
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svn-id: r52944
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svn-id: r52943
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svn-id: r52942
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svn-id: r52935
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svn-id: r52933
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svn-id: r52932
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Not all releases put the Wyrmkeep credits patch in a "graphics"
sub-directory, so assume it could be anywhere.
svn-id: r52930
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(Possibly related to bug #3076822 - ITE: Dialog repeats in intro.)
The p2_a.voc patch file wasn't played. This was because the engine
first loaded p2_a.voc as a replacement for voice resource 4. Then it
tried to load p2_a.iaf and, when it failed, removed the patch data
for the very same resource. Now it only tries to read a patch if it
hasn't already found a patch for the resource. (There may have been a
similar bug in the end credits as well.)
svn-id: r52928
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svn-id: r52922
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svn-id: r52921
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- Add F3 behavior
- Move drawStatusText() to Screen
svn-id: r52920
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now also draws "IV" in KQ4 correctly. This wasn't the case before because we reused the regular drawing code, which would see the 0xA ("IV") as linebreak
save for backport
svn-id: r52913
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fixes lsl5 english graphic corruption during taj mahal wakeup, should also fix sq5 1.03 graphic corruption right after scrubbing (bug #3041069)
save for backporting
svn-id: r52911
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svn-id: r52910
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We want the WAV stream in playSounData() to contain the entire WAV
data, but the size we read does not include the eight first bytes.
svn-id: r52908
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carcass.
svn-id: r52906
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svn-id: r52904
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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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