Age | Commit message (Collapse) | Author |
|
Fixes Trac#9744.
|
|
This fixes overlapping of the left arrow in all cases, but the
scroll delta and initial offset of inventory items will only be
fixed in new games because the affected objects are global objects
whose bad properties get persisted into save games.
Fixes Trac#10037.
|
|
This is a cleaner implementation, since all the pointer logic and
queue management is now better encapsulated in it's own class.
I felt a new FixedQueue class was necessary because the standard
Queue class uses a Common::List internally, which would be unsuitable
for containing 100,000 elements, since each int value would need it's
own list node. This way uses an array internally, like FixedStack
|
|
The game has a feature where it will automatically create a save
game when you quit the game through the in-game control panel (or
when you die, for some reason).
Unfortunately, due to bad programming, this automatic save would
just overwrite whatever was in save slot 1 (slot 0 in the original
interpreter). Find this attempt to auto-save the game and redirect
it to the auto-save slot. This might not be totally correct, but
it is at least better than destroying a save game.
Fixes Trac#10201.
|
|
|
|
|
|
@sev- had asked why these flags were added a while ago (I had been
instructed this was the right thing to do when I asked in the past)
and ever since then it has been bugging me more and more that they
are there, since they serve zero purpose except to make the game ID
longer. In the past, it may have been the case that the SCI16 &
SCI32 code mixing meant that SCI32 games needed the CD flag for
things like managing subtitles, but at this point the only use of
the CD flag within the SCI32 engine is for the few games that
actually have different CD and non-CD versions. So these flags are
gone now.
|
|
|
|
|
|
Real MIDI devices, and MT-32 in particular, need delays between
SysEx messages to ensure sufficient time to receive and process
the incoming data buffer. Sending too much data too quickly to
these devices can cause them to crash with a buffer overflow.
The MT-32 emulator, on the other hand, has no problem receiving
SysEx data instantly, so skipping the delays means that games that
send lots of data to the MT-32 will start up much faster.
|
|
|
|
For better performance.
|
|
Fixes loading a game from the launcher after returning to the launcher.
|
|
InputDeviceManager::pumpEvents is called from neighborhood classes that
are destroyed when loading.
Don't allow loading from that method to prevent use after free bugs.
|
|
Otherwise, pressing escape to close the GMM opens the game's own menu.
|
|
Fixes a crash to debugger in the following case:
- TSA: Select he Pegasus biochip. The recall button is disabled.
- Select the gas canister in the inventory
- Jump to Norad VI
- Press T to show the Pegasus biochip. The recall button is still
incorrectly disabled. Clicking on it triggers an error.
|
|
Fixes the display of OSD information when toggling fullscreen.
|
|
OpenGL backends don't always support the pixel format that is
returned by the Indeo 3 decoder when playing the GK2A.AVI from the
GK2 demo. If this happens, use the backend's preferred pixel format
and convert in software.
If a backend doesn't support any 16-bit or 32-bit format, the
playback code will error out. This is probably fine, since there
are not really any of those any more.
Fixes Trac#9994.
|
|
|
|
This fixes flickering icons during the word hallucinations.
|
|
This fixes the glitchy positioning during the word hallucinations.
Fixes Trac#10036.
|
|
|
|
|
|
|
|
|
|
In commit f0581bab4a4b1b4102a7fbdd4a3d54d4397e00e9 the index value
for the array was changed from a constant to a variable, but uint8
is too small to contain 293, so this value was ending up as 37.
|
|
These shifted values are replaced with their literal equivalents
as would be calculated on an x86.
|
|
|
|
|
|
|
|
added async walking
named some of the game flags & variables
renamed aesc to screen effects
|
|
Fixes Trac#10182.
|
|
|
|
This is not known to fix any particular issue, but the game does
set some flags internally if it's running in 256-color Windows,
which is possibly undesirable since we do run 16-bit videos
regardless.
|
|
This update should give the game the default mix it receives in
Windows. If necessary, the half-volume audio bug in the DOS
interpreter can be added as an additional hack for this game, since
there are still some sub-par audio mixes that might need additional
correction (like Curtis talking to Blob when taking her out of the
cage in his apartment at the start of the game) which were also
bad in the Windows version of the game.
Fixes Trac#10165.
|
|
|
|
|
|
|
|
|
|
TITANIC: Star control changes
|
|
|
|
In the original once you have hit the go button
on the steering wheel it won't let you use it again
until you have solved the puzzle so that is how
ScummVM does it now.
|
|
In scummvm and the original engine if you try to
unlock/lock stars in photoview/skyview then the
stars will not unlock/lock, but the sounds
associated with unlocking and locking were playing.
Giving a false impression that the
locking/unlocking was happening.
The sounds no longer play when in photoview.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This code is identical to the kArrayGetData implementation.
|