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2015-01-21JANITORIAL: Remove unnecessary semicolonsTorbjörn Andersson
2015-01-21ZVISION: Remove unnecessary spacesTorbjörn Andersson
2015-01-21ZVISION: Remove superfluous checkFilippos Karapetis
2015-01-20ZVISION: Convert subtitles to UTF-32 before rendering them (bug #6772)Torbjörn Andersson
Because we use Common::String to store UTF-8 data, the font renderer will draw the wrong glyphs for non-ASCII characters, unless we first convert the string to UTF-32. (I thought the same change would have to be made for the ZGI game over screens, but apparently they work anyway. At least the German version, I'm told.) I've discussed this change with [md5], and while it would probably be more correct to make the engine use UTF-32 throughout, that is also rather painful.
2015-01-21ZVISION: Do not process cheat codes while in the game menusFilippos Karapetis
This prevents the cheat codes from being accidentally triggered when using the save screen, for example
2015-01-20ZVISION: Adapt confirmation dialogs for non-English versionsFilippos Karapetis
2015-01-20ZVISION: Fix mis-parsing of criteria, a.k.a bug #6774Torbjörn Andersson
A condition in a criteria is made up of three tokens: An id, an operator and an id/value. However, in my copy of ZGI, puzzle:07507 has "[00202] !3 # SPELL_12_IN_BOOK", i.e. there was no space between the second and third tokens. This caused the "glorf" spell to not be properly inscribed in your spell book. To fix this, if the second token is more than one character we use the rest of it as the third token.
2015-01-20ZVISION: Properly skip commented out puzzle criteria - fixes bug #6776Filippos Karapetis
In the Zork: Nemesis version bundled in the ZGI SE DVD, the bell rope puzzle has been modified so that it's non-interactive, i.e. there isn't a hotspot to click while the video is playing, and the player is transported to the next room. In the patched script, all criteria of that puzzle were commented out, resulting in an invalid criteria list. Skip any commented out criteria, to avoid ending with an invalid list.
2015-01-20ZVISION: Fix saving when using the original save dialogFilippos Karapetis
A regression from commit dcac5be493
2015-01-19ZVISION: Fix bug #6771 (unable to leave room when loading a game)Filippos Karapetis
Avoid overwriting the previous location when loading a saved game
2015-01-19ZVISION: Simplify the checks in the location changing codeFilippos Karapetis
2015-01-19ZVISION: Fix comparison between signed and unsigned integersFedor
2015-01-19ZVISION: Fix bug #6768 (unable to save in the prison area)Filippos Karapetis
The save buffer preparation code had a bug, which triggered in the jail area because its room is 'j'
2015-01-18ZVISION: Don't change location when coming back from ScummVM save dialog and ↵RichieSams
do change location when coming back from restore dialog Fixes bug # 6771 We don't need to change locations, since we use the ScummVM save dialog instead of the original one (which is actually a location). Instead we just need to reset _nextLocation to _currentLocation so the engine can stop trying to save. If we change locations, the StateKey_LastWorld/Room/etc. end up being overwritten with the current room. So if a script refers to location 0, 0, 0, 0 (aka, the last room), the engine will try to change location to the same room. On restore, we have to force a location change, just in case we restore to the same room. (Since the logic will only do a location change if _nextLocation != _currentLocation)
2015-01-18Revert "ZVISION: Don't change location when coming back from ScummVM save ↵RichieSams
dialog" This reverts commit b835eacc0cd401bb0d15a33e60d2ac47ebb4d718.
2015-01-18ZVISION: Don't change location when coming back from ScummVM save dialogRichieSams
Fixes bug # 6771 We don't need to change locations, since we use the ScummVM save dialog instead of the original one (which is actually a location). Instead we just need to reset _nextLocation to _currentLocation so the engine can stop trying to save. If we change locations, the StateKey_LastWorld/Room/etc. end up being overwritten with the current room. So if a script refers to location 0, 0, 0, 0 (aka, the last room), the engine will try to change location to the same room.
2015-01-18ZVISION: Fix formatting and add curliesRichieSams
2015-01-18ZVISION: Remove trailing whitespaceSven Hesse
2015-01-18ZVISION: Fix path handling in case-sensitive file systems (bug #6775)Filippos Karapetis
A regression from commit d70503cc98. Thanks to wjp for bisecting.
2015-01-17MADS: Renamings of Layer and a transition typePaul Gilbert
2015-01-17MADS: Fix horizontal flipping of scene background spritesPaul Gilbert
2015-01-17MADS: Add loading of SpriteInfo frame numbers for scene background spritesPaul Gilbert
2015-01-17ZVISION: Fix bug #6769 (the "Alchemical debacle" video in ZGI)Filippos Karapetis
2015-01-17MADS: Implement background scrolling in anim viewsPaul Gilbert
2015-01-17ZVISION: made error messages more detailedFedor
2015-01-17MADS: Fix crash on exit after watching introduction twicePaul Gilbert
2015-01-16ZVISION: Properly handle sounds reusing the same sound slot (bug #6761)Filippos Karapetis
This is based on Marisa-Chan's observations in commit 28e27ea1d9. Tested with both ZNEM and ZGI
2015-01-16ZVISION: Fix detection of Windows fontsFilippos Karapetis
2015-01-16ZVISION: Add detection for the Spanish version of ZGI (bug #6764)Filippos Karapetis
2015-01-16ZVISION: Allow empty sound streams. Fixes bugs #6762 and #6763Filippos Karapetis
A regression from commit 07ad10babe
2015-01-15ZVISION: Set the state value for the lever position during user draggingRichieSams
Not just during the "returning" animation. Addresses part of bug #6761
2015-01-15ZVISION: Keep the hand cursor during lever movementRichieSams
We have to explicitly set the cursor each call otherwise the cursor will be reset to the idle cursor. Addresses part of bug #6761
2015-01-15ZVISION: Allow multiple sound effects to play at the same timeRichieSams
This is the original behavior. This was noted in bug #6761. Specifically, the knocker on the door plays a sound whenever it is a the top of the bottom of the swing. By only allowing one sound effect to play at the same time, the knocker would only play once, even though it bounces at the bottom.
2015-01-13ZVISION: Add support for German ZGI - CD versionRichieSams
Fixes #6760
2015-01-13ZVISION: Add detection for the French version of ZGIBastien Bouclet
2015-01-13ZVISION: Add support for Liberation FontsFilippos Karapetis
These look better than the GNU FreeType fonts, and are thus preferred over them. Many thanks to eriktorbjorn for his work on the different fonts available Also, this commit cleans up the font style array, moving it back into the CPP file
2015-01-12ZVISION: Check eos() after reading from stream, not beforeTorbjörn Andersson
This fixes stray character in ZGI game over screen, when it reads an empty line of text.
2015-01-12ZVISION: Check for all the required fonts before starting a gameFilippos Karapetis
2015-01-11SCI: fix definition of GK1 police-sleep patchMichael Brown
2015-01-11Merge pull request #561 from MestreLion/foa_helpFilippos Karapetis
SCUMM: Improve FOA keyboard help
2015-01-11ZVISION: Build the engine by defaultFilippos Karapetis
2015-01-10ZVISION: Add detection for Nemesis CD - German versionRichieSams
CSCR.ZFS is the same between the German and the French versions. Therefore we added a detection entry using the language file NEMESIS.STR
2015-01-11ZVISION: Avoid using floating point math when upscaling subtitle timingFilippos Karapetis
Spotted by clone2727
2015-01-10Revert "ZVISION: Remove ActionRestoreGame and loading of r.svr (restart slot)"Filippos Karapetis
This reverts commit 9f642074ba8e17aa23b01bcee82b2293fe84f8f1, as it broke the credits screen in ZGI. This has been rewritten to use the common save code
2015-01-10ZVISION: Change screen resolution for the hires DVD videos to 800x600Filippos Karapetis
Also, this hooks up the MPEG-PS decoder, but only if libmpeg2 is compiled in. The DVD videos are still disabled until AC3 audio support is implemented. The hires DVD videos are encoded a 720x480 resolution, with double the frame rate of the lowres ones (29.97FPS up from 15FPS)
2015-01-10ZVISION: Change wordingFilippos Karapetis
2015-01-10ZVISION: Remove unused variableFilippos Karapetis
2015-01-10ZVISION: Make sure only existing files are dumpedFilippos Karapetis
2015-01-09ZVISION: Clean up save logic, and fix a thumbnail-related FIXMEFilippos Karapetis
This fixes the save game thumbnails when using the original save/load screens
2015-01-09ZVISION: Remove dead codeFilippos Karapetis