Age | Commit message (Collapse) | Author |
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Fixes several wrong colors in SQ6
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Regression from 906f0248317e1a4167190a666fe308a09334bfac.
Fixes bug #3533069.
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Geisha's Penetration minigame should be complete now.
This also means that Geisha is now basically complete.
The only thing missing is the MDYPlayer, but since the
music is only played once during the title screen, and it
has a PCM-based fallback (which is currently played), this
is low priority.
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Since shooting does not yet work, we're just getting mauled by them...
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This is a leftover from before the move of the coroutine code.
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Removal of some unused variables, logical reordering of functions and
minor changes to reduce minor duplication. No functional changes.
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This is used in LSL6 hires and SQ6. This initial implementation is hackish
and only works in SQ6 (nothing is shown in LSL6)
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The internal x,y point representation was already changed to int16
anyway, so this just harmonises this with the external API (and with
Common::Point which uses int16).
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Still no bullets, though :P
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You can actually move diagonally now
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Scoreboard transitions now play
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This is a workaround for how Lost in Time behaves in combination
with changes I made to the DataIO code for running Urban Runner
on low-memory devices.
Urban Runner's intro are far to big to have them copied into
memory for these devices, so I made the DataIO code return a
SafeSeekableSubReadStream into the opened archive stream instead.
Unfortunately, Lost in Time might not close a video file when it
closes the data file which it was originally in, especially when
loading a saved game. Since the video player needs to be able to
gaplessly continue a video and there does not, by itself, close
the video if not requested by the scripts, this leads to reading
out of an already closed stream in certain cases.
So, to worka round this issues, the video player tries to reopen
each currently opened video after a data archive was closed, to
make sure that that video is still available. If not, the video
is closed.
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The German strings have been changed from the original, to fix the
horribly broken German.
Someone should probably check the Italian and Spanish strings too.
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Shots don't result in bullets yet, though
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It was using textId 0, which is not the subtitle we want anyway. So
instead of using the wrong subtitle, it is probably better to not display
a subtitle at all. A test case for this is with the demo when using
non-english language as several subtitles are missing toward the end.
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The lite version contains the full game and we will not support it due to potential piracy.
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This fixes bug #3531635 - "DREAMWEB: doors don't play "open" sound when
opening".
In addition, the resultant code is simpler and should better match the
original behaviour and a basic playtest has not shown any regressions.
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A remnant of when we were still doing dithering color LUT
creation at startup
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logic.
All uses of the old target scale API actually wanted to disallow scaling of
the mouse cursor. This commit adapts our API to this and thus simplifies
backend implementations.
Some backends, most notable the Wii and Android, did some implementation of
the cursor target scale, which I didn't adapt yet. I added a TODO for the
porters there.
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Still hidden for now.
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This should fix bug #3528164 "DREAMWEB: missing sound
effects/music cues during main title" by preventing repeated calls
of SFX id 12 being lost if the next call is made before the sound
handler has cleared the previous one.
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This commit removes various temporary debugging output, cleans up
some points of formatting and replaces some hexadecimal sizes and
offsets with decimal for readability.
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stopObjectScript too.
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This change should have no functional change, but makes the sound code
more decoupled, modular and readable, prior to attempting a fix for
bug #3528164 - "DREAMWEB: missing sound effects/music cues during main
title".
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