Age | Commit message (Collapse) | Author |
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Provided in https://bugs.scummvm.org/ticket/10910
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Special targets not yet restored. Fixed a target overlap on PS13, and bad orientation of a target in PS11 and one in PS13.
Special ding sound will be removed in the final pass of the maze code, when special targets will be restored too, and also fast targets will be restore to being fast or faster than they are now.
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Improved alignment of subtitles option for Russian version
The text for the subtitles option probably won't make sense though in Russian, someone will have to correct it to what it should be.
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Detection information was provided by sauravisus in
https://bugs.scummvm.org/ticket/10919
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First pass of all rooms is complete. A second pass is pending where the special targets will be restored
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Mainly PS12. Also added some early info on how maze score works
The special target cases are marked as bugs and will be restored on a second pass. For now we need to verify that the highest score of 80 points is achievable if all targets are normal ones.
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Fixes bug #6193 by applying the SQ4 floppy kPaletteAnimation timing
workaround from 99de89c974fc24bf58b034842750e522d7d441d4 to versions
with less than 256 colors. This includes DOS EGA, PC-98, and Amiga.
This also patches out the intro script's workaround that uses different
timing in EGA mode, as this is incompatible with ours and makes the
intro screen last over 3 minutes instead of 5 seconds.
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It will now load any specified overlay in the scene as long as it is valid
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Only fixes for rooms PS10, PS11. A few cases may need revising.
There are a few cases that a target may reset after being shot and they seem buggy but they could also be intended. So, that's for a second pass to decide.
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Fixes debugger crash when disassembling an instruction whose operand
is an invalid property. This occurs in LB2 floppy 1.0 script 720 in
sGetUp:changeState and sStepOnNail:changeState.
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Actors are not updated faster than 60 times per second.
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Not in the original game
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What:
The bug is reproducible in the following ways:
1. quiting the game
2. enter challenge mode state 2, when the game starts move mouse around
the menu buttons (choose building or weapons)
Observed behavior: In he/wiz_he.cpp:2839, the function failed to return since
the stack around variable 'color' was corrupted. The game will crash then.
Analysis:
Since other function will modify memory area around local variable 'color',
the bug shoud be caused by memory overwritten. The memory write happens
in this modified file. From the code, it only wants to write a certain amount
of pixels. So I found 2 places where more pixels are written. This causes
stack memory corruption.
Fix:
Add checking. If we have written enough pixels then break.
Testing:
The game UI looks correct. Single player mode game is tested.
Bug no longer observable. Tested for both cases mentioned above.
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Enabled by default.
Currently, only restored content is the death rattle sound for Moraji and Zuben, and the dialogue of Guzza denying McCoy an advance
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Fixes checking for resources in libraries - bug #10861
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Fixes bug #10889
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Disabled by default. This one allows polygons merged on a single point.
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Game was trying to decode zbuf when there was none.
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McCoy will not disappear prematurely in PS01 when he enters the spinner.
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It was not possible to change the name of exisitng savegame
Saves were read too ofter just for over-drawing the thumbnail
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Basically just more robust (but slower) fix to the intermittent assert
in pathfinding code when polygons were touching only by a single corner.
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Allow for 4 lines of subtitles, but start from using 2 lines by default
Also added debugger command to allow for immediate text testing for subtitles
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It was possible to bypass lowering the ladder when using keyboard
navigation. This is fixed using a game script patch to ensure the
hotspot for getting down the ladder is disabled when appropriate.
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This is laying groundwork for properly supporting Shogun, which
sets up and uses Window 7
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