Age | Commit message (Collapse) | Author |
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custom font is still used for fanmade games
i cannot test preAGI games, because I don't own
those.
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script patch, so that points are awarded, when
changing back clothes. You have to clean out the
bank account again, because that's the problematic
script. Also happened in original interpreter.
Only happened for Space Quest 4 CD
worked in floppy
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The original script patch only worked when speed
slider was all the way up.
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This keeps the game from hanging when trying to quit during Jim's
gym demonstration. Hopefully any other effect of it is also good.
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engine option gets disabled for all Amiga games
also disabled for certain fanmade games, which
require a mouse.
defaults to enabled mouse
Engine options are not shown for previously
detected games until those games get redetected
If there is a way to handle those cases, please
fix.
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implement string collecting for SCI3
implement object offset collecting for SCI0-SCI2
implement said-str offset collecting for SCI0-SCI1
add new debug command scro / script_objects
add new debug command script_said
string without terminating NUL now a warning
the latter happens in qfg2 for amiga room 84
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the original script patch messed up room changes
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This fixes possible gamestate corruption when using 'send' in the
debugger to call methods.
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This allows the engine to quit immediately while actors are moving,
e.g. while Joe is walking towards Lola's bedroom
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I forgot to remove that code in commit 0cb0a09 when I removed the
line that preceded it.
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Instead of factoring the volume into the tone attenuation it now scales
the volume table. This way it still uses the full table when playing
at a low volume and therefore keeps the 16 attenuation levels.
Also use kMusicSoundType instead of kSFXSoundType to be coherent with what
the MIDI output is doing (volume for both music and SFX is controlled by
the Music volume slider).
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This was a regression from ceb2909.
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A higher volume in the GUI resulted in a lower music volume (and
lower volume in the GUI resulted in higher music volume).
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This looks like a regression from commit 24bb5da: AGI: Add a layer of
abstraction between the sound chip and the two players
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Also add file size for Sam & Max and DOTT French Mac versions.
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This was reported by Paulo Vicente in bug #6862.
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for DOS.
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And clip to [0, width), [0, height) before drawing.
This fixes bug #6864, which is a regression I introduced in
51fd528fe56e00466255d54e1e71b19f34729bfd when I changed all
the drawing code to use the Surface class.
I thought that having unsigned coordinates makes sense, but
for some reason, Fascination sets _destSpriteX (which maps
to left in fillRect()) to -1, expecting the drawing code to
clip.
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fixes string identifying in mac SCI1.1 games
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debug command is called "script_strings" / "scrs"
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When parsing a sentence, its type 0x142 word (presumably the object) is
now stored. Any pronouns (type 0x080) are then automatically replaced by
this stored word.
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fixes green card phone number also calling limo
at the same time bug for the English PC 1.000
release.
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instead of the old hackish method
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primarily to clear kPortrait graphics in kq6
when restoring during portrait animation
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otherwise we could free hunk space of the
loaded saved game
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will delay restoring a saved game until the next
kGetEvent or kWait
also implement aborting playback for kPortrait
and kShowMovie
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This reverts commit 76ff4c700166d69b416dae324ee616ab57265c34.
It was intended to fix bug #6136, but only worked around the actual
problem in some cases. See 4c03e4b699916a9b9fe71afffaf41c283045216e.
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getSciEvent can trigger the main ScummVM menu, which can trigger loading
a game, which will invalidate the game state that kGetEvent is operating
on.
Other kernel functions may still have the same problem, and a better
solution may be necessary.
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