Age | Commit message (Collapse) | Author |
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Some games, especially fangames appear to blit to co-ordinates outside
the screen area, which caused an assertion in the graphics backend.
To prevent this and allow further debugging in these cases, we clamp
this to the screen area. Note that there are several other locations
which do backend graphics calls, so this may need to be applied
elsewhere in the general case.
This fixes bug Trac #10736.
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This is bug Trac #10735.
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This allows the recovery of saved games with the dead-end condition from
bug Trac #6842.
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This now allows the Carpet to be placed and removed from the Clothes
Horse repeatedly, thus avoiding the dead-end when you do not beat the
Carpet with the Racket on first attempt.
This is bug Trac #6842.
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This is basically Hoyle 5, but may be missing the main menu so might
require separate entries for each game i.e. cfg files.
This is from bug Trac #10676.
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Fixes wrong message in cd versions, bug #10724
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Fixes wrong message in floppy versions, bug #10723
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The original game scripts are missing a delay.
Fixes #10727.
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This is from bug Trac #10678.
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These are from bug Trac #6745 "MOHAWK: Two unknown Living Book game
variants..."
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This is from Bug Trac #10705.
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This is from Trac #10399.
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Fixes a lockup in the original game
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This is from Trac #10725, and the demo appears to be multilingual at
least in terms of English and German, so adding two entries.
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Fixes missing messages in floppy version
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This fixes bug #10398 ("FULLPIPE: memory leak when exiting via in-game
menu (not gmm)").
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This can be found at:
https://archive.org/details/StarTrek25thAnniversaryDemo
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This was previously comparing the Object Model to the Object Enum.
This has been corrected, but should have no functional change as the
underlying enum value of 1 is identical for both symbols.
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These were for missing parentheses to clarify logical expressions.
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Fixes a broken message in floppy version
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* WINTERMUTE: Flush ConfMan to disk
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Fixes a lockup in the original game
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This omission might have caused detection issues, but unlikely to cause
crashes.
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engines/director/lingo/lingo-funcs.cpp: In member function ‘void Director::Lingo::func_goto(Director::Datum&, Director::Datum&)’:
engines/director/lingo/lingo-funcs.cpp:194:39: warning: type qualifiers ignored on cast result type [-Wignored-qualifiers]
cleanedFilename += (const char) *p;
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engines/sword2/screen.cpp: In member function ‘void Sword2::Screen::rollCredits()’:
engines/sword2/screen.cpp:1121:102: warning: cast from type ‘const char*’ to type ‘byte*’ {aka ‘unsigned char*’} casts away qualifiers [-Wcast-qual]
creditsLines[i]->sprite = _vm->_fontRenderer->makeTextSprite((byte *)creditsLines[i]->str.c_str(), 600, 14, _vm->_speechFontId, 0);
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engines/lastexpress/entities/alexei.cpp: In member function ‘void LastExpress::Alexei::standingAtWindow(const LastExpress::SavePoint&)’:
engines/lastexpress/entities/alexei.cpp:772:49: warning: suggest parentheses around ‘&&’ within ‘||’ [-Wparentheses]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
C++ engines/lastexpress/entities/chapters.o
engines/lastexpress/entities/august.cpp: In member function ‘void LastExpress::August::function21(const LastExpress::SavePoint&)’:
engines/lastexpress/entities/august.cpp:672:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
switch(params->param5) {
^~~~~~
engines/lastexpress/entities/august.cpp:694:3: note: here
case 9:
^~~~
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Like the original the game loop returns to the main menu
after the credits end.
The variable states are reset and the player can start
a new game or load an old one.
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Fixes bug #10699
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Handle errors in save/load code.
Fix typo in Game::colorFromString.
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This fixes issues with Bridge and Backgammon. Now, Hoyle 5 and its
variants should be in a very good state for testing
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Scaling works correctly with the Windows variant, which uses AVI files,
but the DOS variant uses Robot videos, and the way scaling is done
there is different, and is not working yet with KQ7 DOS. Nonetheless,
both versions are included in the game, so it's not a major issue.
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Fixes Trac#10675.
Previously, the credits ended as soon as the last row was shown
of the final credits image.
Now some more black rows (empty rows) are shown and finally a few
seconds of black. I set it to 8 seconds of wait beyond where
the credits where previously stopping.
In order to do this updateCredits was enhanced to work past the end
of the last credits image (and just keep adding empty rows).
The original game shows a black screen for a longer period than this.
The credit image numbers are turned into enums.
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