Age | Commit message (Collapse) | Author |
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This way only those languages are listed in the language selector
for the game settings.
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A GUI error message is now displayed if an error occurs when loading a
save.
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Fixing this required reverting the previous fix I'd done for the
Doorbot's 'Cloak Off' animation during the prologue. What the proper
fix for it, seems to be, is that when a video is full 32-bit ARGB,
if it has a second transparency track, then simply ignore the alpha
in the first track, and simply use the RGB values for each pixel
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Card leave scripts were using data from the new stack, whereas they
should have been using data from the old stack to which they belong.
Fixes Trac#9928.
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This reverts commit eefa72afa1978a9dea10f5b1833fcc8f58a3468e.
With this patch ConfigManager is broken.
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This fixes tons of warnings with clang from a recent xcode version on
macOS (and possibly other systems) complaining that an instantiation
of _singleton is required but no definition is available.
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It is used as a source for the fade from black effect. Ensures the first
fading effect fades from black and not the previous view.
Fixes #9929, #9930, #9931, #9932, #9933.
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It was using SCI16 calls to get the NowSeenRects.
This fixes #9855.
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Fixes #9921.
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Fixes #9916.
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Fixes #9911.
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The in-game menu contains not only subtitles and volume settings,
but also load and save game options. Every time the menu was opened
it would write the subtitles and audio volumes to the ConfMan
resulting in toggling on overriding global options for this game, which
was a but strange when it was previously using global options and we
only wanted to load a game. So now the settings are written to ConfMan
from the in-game menu only when they are actually changed.
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The were defined as uint8 and the code was inconsistent in the
way they were handled, for example setting them to 1 in some
places and to true in others. It was working but relying on implicit
conversions both ways between 1 and true.
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This transition style was used when exiting the asteroids minigame
in PQ4, though it appears likely that this was an error in the
original game script since it does not actually do anything in the
context that it is used (neither here nor in the original
interpreter).
Still, this code is already written, and it fixes the crash, so in
it goes.
Fixes Trac#9856.
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This fixes bug #9908 SWORD1: Picture previews black when
saving in game
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* MGDX has only GM music;
* KQ7 1.x's AdLib data is incomplete, so is not usable even though
it is partially there
Fixes Trac#9789.
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GM patch data is the same across all SCI32 games.
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When two entries in the file table shared the same data in the archive,
the resource size of the first entry was incorrectly set to zero.
Fixes #9905.
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This is only a problem for the Windows games that need some
palette entries to be ignored.
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This lets DuckPlayer support configurable black-lined video and
configurable high-quality scaling.
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1. Added a new game option for linear interpolation when scaling
overlay-mode video in ScummVM builds with USE_RGB_COLOR;
2. Implemented SCI2.1-variant of the VMD player renderer (fixes
Trac#9857), which bypasses the engine's normal rendering
pipeline;
3. Improved accuracy of the SCI3-variant of the VMD player by
writing HunkPalettes into the VMD's CelObjMem instead of
submitting palettes directly to GfxPalette32.
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1. Added a new game option for linear interpolation when scaling
video in ScummVM builds with USE_RGB_COLOR;
2. 8bpp videos that put black in a palette index other than 0
(KQ7) should now always render correctly without the earlier
game-specific workarounds which did not work very well;
3. Data from game scripts regarding video size and position are
now ignored, since games always just try to show videos in the
middle of the screen, but frequently get this a little bit
wrong, causing either bad aspect ratios or off-center videos;
4. Builds without USE_RGB_COLOR support will not crash when
attempting to play >8bpp AVIs, like those from KQ7 2.00b.
Fixes Trac#9843, Trac#9762.
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The show list is already cleared by showBits so it does not need to
be cleared a second time.
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In SSCI, SEQ animations cannot be skipped.
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