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2017-07-30SCI32: Add script patch for PQ4 floppy computer issueMartin Kiewitz
This fixes buggy PQ4 system script code and makes entering user and password on the police computer not trigger a signature mismatch anymore. Script code was fixed by Sierra in PQ4 CD.
2017-07-29TITANIC: Fix Satrfield crash using Tab without having inserted photoPaul Gilbert
2017-07-29TITANIC: Fix Bomb Explosion endingPaul Gilbert
2017-07-29TITANIC: Properly fix disappearing cconversation log textPaul Gilbert
2017-07-29TITANIC: Fix getting lost items from Bilge SuccUBusPaul Gilbert
2017-07-29MOHAWK: Riven: Let the gameloop gracefully end when quittingBastien Bouclet
Prevents the quit confirmation dialog from being displayed at the end of the game's ending if it is enabled. Fixes #9943.
2017-07-29ADL: Enable ADGF_TESTING for hires3Walter van Niftrik
2017-07-28TITANIC: Fix second vision center appearing in barPaul Gilbert
2017-07-28TITANIC: Show initial transform anim when Titania pieces added to inventoryPaul Gilbert
2017-07-28TITANIC: Further cleanup of inventory glyphsPaul Gilbert
2017-07-27TITANIC: Cleanup/renaming of inventory glyph animatin codePaul Gilbert
2017-07-27TITANIC: Fix handling of Gondolier sliders when arms are used on themPaul Gilbert
2017-07-27MOHAWK: Riven: Set the mixer sound type to SFX for videosBastien Bouclet
Fixes #9938.
2017-07-27VIDEO: Allow setting the mixer sound type used to play audio tracksBastien Bouclet
2017-07-26SCI32: Reduce priority of PATCHES directory for Phant2Colin Snover
For whatever reason, Sierra decided that the final patches would go in the root directory for Phant2. The game disc includes (different, older) patches for many of the same resources in the PATCHES directory, and loading those instead makes the game not always work quite right.
2017-07-26SCI32: Add kMinimize to stop unmapped function warningColin Snover
2017-07-26SCI32: Patch spin loop in Phant2 puzzleColin Snover
2017-07-26SCI32: Dummy SCI3 bitmap calls to discover possible usageColin Snover
Non-use of these kernel calls was assumed by reviewing script disassembly by SV, but it turns out that SV was not picking up script patches correctly in SCI3 games, so this data is no longer considered reliable.
2017-07-26SCI32: Patch bad version retrieval in Phant2Colin Snover
2017-07-26SCI32: Fix truncated save game names in Phant2Colin Snover
Phant2 creates save game names that append "<PROTECTED>" at the end of the game name, with an assumption that the game name is always exactly 36 characters long. This seems to be OK with other games too (tested GK1, SQ6, and Torin).
2017-07-26SCI32: Fix lofsa/lofss of strings in SCI3 disassemblyColin Snover
2017-07-26TITANIC: Have Promenade fan properly renaimate when returning to viewPaul Gilbert
2017-07-26TITANIC: Redraw screen after using PET to load a savegamePaul Gilbert
2017-07-26TITANIC: Fix wrong array sizeWillem Jan Palenstijn
This will hopefully fix #10001
2017-07-25TITANIC: Fix the CBilgeDispensorEvent not firingPaul Gilbert
It seems in the original CGameManager::update, and thus frameMessage, is called at an ultra high rate, allowing the dispensor's counter to quickly reach a trigger level. Whereas in the ScummVM implementation, the update method is only called at most a few times per frame. Rather than needlessly increasing the rate the update method is called, I've refactored CBilgeDispensorEvent to not need the counter. Though it still derives from CAutoSoundEvent so savegame loading still works.
2017-07-25TITANIC: Fix Parrot responses to various chicken condimentsPaul Gilbert
2017-07-25ADL: Add hires3 supportWalter van Niftrik
Game starts up, but isn't playable yet
2017-07-25ADL: Move broken-room handling into ADL v2Walter van Niftrik
2017-07-25ADL: Add support for .d13 disk imagesWalter van Niftrik
2017-07-24TITANIC: Show Lift call remote action when approaching a liftPaul Gilbert
2017-07-24TITANIC: Fix conversation with Liftbot not working after twirling aroundPaul Gilbert
2017-07-24TITANIC: Fix incorrect Liftbot response to 'what floor am I on'Paul Gilbert
2017-07-24SCI32: Promote MGDX to ADGF_TESTINGColin Snover
2017-07-24SCI32: Add music volume UI sync for MGDXColin Snover
2017-07-24SCI32: Fix MGDX platform in detection tablesColin Snover
2017-07-24SCI32: Match 4-language MGDX extra save game dataColin Snover
2017-07-24SCI32: Use dynamic selector in QFG4 trap script patchColin Snover
2017-07-24SCI32: Deduplicate volume reset script patches & add to MGDXColin Snover
2017-07-24SCI32: Add deflang (default language) kGetConfig key for MGDXColin Snover
2017-07-24SCI32: Fix ResourceManager::changeAudioDirectoryColin Snover
Fixes Trac#9577.
2017-07-24TITANIC: Workaround Conversation area corruption when dragging itemsPaul Gilbert
When dragging an item, the bounds for the area of the screen affected goes from the dragged item to the blinking cursor when the conversation tab is active. This rect overlapping the conversation area somehow starts erasing some of the conversation log. Despite some effort, I haven't been able to track down the exact cause. So the easiest workaround is simply to make the entire PET as dirty each frame when dragging an item, which seems to fix the problem. Though it would be nice, at some point, if the rooot cause could still be identified.
2017-07-23SCI32: Emit a warning when an audio resource cannot be foundColin Snover
Refs Trac#9976.
2017-07-23SCI: Blacklist certain audio map patch filesColin Snover
Refs Trac#9976.
2017-07-23SCI: Keep audio maps out of the LRU cacheColin Snover
2017-07-23TITANIC: Fix delay before Bellbot & Doorbot appearsPaul Gilbert
2017-07-23SCI32: Fix explicit mouse position changesColin Snover
This was broken by 9f33f2b3df22a26314dbb74173f49bc930c7a1f9.
2017-07-23SCI32: Add missing method documentationColin Snover
2017-07-23SCI32: Stop throttling of kFrameOut during interactive VMD playbackColin Snover
Refs Trac#9974, Trac#9975.
2017-07-23SCI32: Make stop flag condition more explicitColin Snover
2017-07-23SCI32: Check for stop events before rendering the next frameColin Snover
This should make things slightly more responsive and avoids unnecessary rendering of frames that are just going to disappear in a moment.