Age | Commit message (Collapse) | Author |
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This may cause slight timing issues when doing animations of Holmes
playing musical instruments; I've already added special cases for
several of them to still keep animations in sync with the music
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These were reported in bug #6887
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The error was:
no viable conversion from 'std::__1::nullptr_t' to 'const Common::String'
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This is something I found when trying the savegame from bug #6932,
but I still don't know if it actually is that bug.
From what I understand, there are two different cases in the
moveCarToPoint() method: One where you click on a different
section on a track than you're on, and one where you click on the
same section on the track that you're on.
In the latter case, it sends message 0x2004 to the car, which is
then handled by AsCommonCar::handleMessage(). That one will assume
that the parameter is a point, but this can also be encoded as an
integer with 16 bits for the X coordinate and 16 bits for the Y
coordinate. See MessageParam::asPoint().
If we only pass an X coordinate to the message, the Y coordinate
is assumed to be 0, and we do this in a couple of places. I do not
know the exact implications of that, but in the two cases I've
changed here, it meant that clicking on the track below the car
would still make it go up, because it thought you were travelling
towards the top of the screen.
So I think this is the appropriate fix, but even if it is, I do
not know if it's enough or if it should be changed in other places
as well.
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This fixes cases where the array has multiple entries; removing a
previous entry could result in startCAnim's Object &cObj ending
up pointing to an incorrect entry
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Moved people names to fixed text class
Changed order of inventory names + inventory descriptions
Fixed German umlauts
Added French text
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was changed to fixed text class today
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Press key to continue/for more is now translated in the Spanish+German
versions of the game
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Fix a few typos of location names in the journal (Spanish version)
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Fix "Alamacen" typo into "Almacen" see bug #6931
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Location "Alley" on the map is now translated in the Spanish version
see bug #6931
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"Exit" is now translated to "Salir" instead of keeping "Exit"
in the Spanish version of Scalpel (see bug #6931)
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Replace fixed text umlaut with octal value
Also fix German "Tarot Cards" translation, Tarock cards are the
french cards, that are not used for predicting the future / telling
fortunes
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people names are now available in Spanish + German as well
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Talking to Watson in the Alleyway scene can result in the text
"Change Speaker to Sherlock Holmes" appearing mid-conversation,
even in DosBox. This workaround fixes this by skipping the text.
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The crash occurred due to the presense of a single character
printable string between two script opcodes
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remove the possible opcode check, that was added to fix the Spanish
version crash during the alley room. We now have support for the
inverted exclamation mark and we want to show that character.
This also shows the inverted question mark. See bug #6931
If there are any more invalid characters, this commit may cause
assert()s in fonts.cpp again.
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Support for spanish inverted exclamation mark
Was skipped over in the original interpreter and also wasn't
even included in the spanish font
We create the character by ourselves and map it accordingly
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This would happen when drawing an unscaled, flipped sprite that
was clipped because it was partway below the bottom of the
screen. It was incorrectly adjusting the top and bottom again,
even though flipping only affects left and right.
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Rose Tattoo had the zone lists cleanly listed end to end,
but Serrated Sclapel has, at least for Outside Scotland Yard,
a whole bunch of garbage at the start of the walk data block
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When using ScummVM's save/load dialogs, savegames are numbered from
0 and up, so don't add 1 when saving/loading in the original
dialogs. (Populating the original savegame list already worked as
expected, which made it even more confusing.)
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I'm told not every version of the game plays this. Mine does though,
and I see no harm in adding it for all versions. The code is robust
enough to work even if the "introdub.raw" file is missing completely.
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This affected Bud's line, "Is that the great mystery invention you
had hidden away?" in the intro, making it very hard to hear, and
possibly other sounds as well. I don't know if this was a bug in
the original game, but it's much closer to the English version I
own now.
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