Age | Commit message (Collapse) | Author |
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svn-id: r53061
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svn-id: r53060
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svn-id: r53058
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svn-id: r53055
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When deleting the resources related to magnifier cursors, zero them out
as well. Fixes crash when exiting a game after using a magnifier cursor
svn-id: r53054
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svn-id: r53053
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svn-id: r53052
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This is only useful for development, for speedy runs of games, and should NOT be
used in general, as it may introduce graphics glitches
svn-id: r53049
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svn-id: r53047
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we will fake 0 instead of error()ing out in official releases, when an uninitialized temp is read
is supposed to get backported
svn-id: r53046
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adding check, if view is scaleable
also just copying nsRect now instead of recalculating - fixes lb2 regression at the docks (calling taxi hangs the game, bug #3982289) - i noticed this difference before but copying nsRect didnt work back then (i guess because of other bugs), that's why i recalculated it
should get backported, but only after some more testing - maybe someone should play through lb2 again
svn-id: r53045
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A regression of the CoktelDecoder rewrite.
svn-id: r53043
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svn-id: r53039
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Because the scripts reference it as IMD, while there are actually
only VMDs files in the data files of the Windows version
svn-id: r53037
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svn-id: r53036
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svn-id: r53034
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svn-id: r53033
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svn-id: r53032
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svn-id: r53029
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- Now the cursor buffer is initialized outside the mouse movement code, thus saving
a memcpy there
- Plugged some memory leaks
- Removed an obsolete check
svn-id: r53028
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svn-id: r53026
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svn-id: r53016
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svn-id: r53014
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svn-id: r53010
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svn-id: r53008
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svn-id: r53007
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svn-id: r53005
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These are special cursors which zoom parts of a view dynamically. Examples
are Freddy Pharkas, when reading the prescription with the whiskey and LB2,
when using the magnifying glass on the Rosetta Stone
svn-id: r53003
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This allows the input of accented characters and Japanese using plain ascii
in non-English games.
svn-id: r53001
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svn-id: r53000
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svn-id: r52999
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Forward-ported from branch. Let's do this the easy way for now, even
if I'm not sure why the save dialog shows the autosave slot anyway.
svn-id: r52997
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svn-id: r52995
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svn-id: r52992
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svn-id: r52991
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svn-id: r52990
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In SCI01 and up, each typed word may be interpreted as multiple
class,group pairs. This patch adds support to the vocabulary and
parser. It uses the matcher support added in r52985.
This fixes parser issues in German LSL3, but needs testing.
svn-id: r52989
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svn-id: r52988
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svn-id: r52987
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svn-id: r52986
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This is to prepare for multilingual SCI versions. In those a single typed word
may be parsed to multiple class,group pairs, any of which may match
the said specs. The actual parsing is not yet implemented.
svn-id: r52985
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svn-id: r52984
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svn-id: r52981
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8 bit mode makes no sense for these games since colors will be too messed up.
SCUMM 3 games (Indy 3, Loom, Zak) are still supported in 8bit mode.
svn-id: r52977
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Bug #3065113: "ITE demo: patched sound at intro is not played correctly"
svn-id: r52975
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specific static variables.
2. Modified code to handle the change
3. Updated the previously merged obsolete copy of branch gsoc2010-testbed.
svn-id: r52973
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This workaround prevents the Weregate from closing whilst Goewin is still within it
svn-id: r52971
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This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).
Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.
This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).
Japanese font drawing hasn’t been improved much yet. This will be a separate task.
svn-id: r52966
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svn-id: r52963
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Fix crash when clicking on objects without a
default 'TAKE' action (like the hero, the eyes and
the bat in the first screen)
svn-id: r52962
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