Age | Commit message (Collapse) | Author |
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This allows the backend to show the hi-res videos at full
resolution, rather than scaling them down.
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This is used for some logo animations at the start of the game. I
don't know if it's used for anything else, but probably not.
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This is a 4CD release, with date inside the disk.1 file of August 14th
1995.
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This fixes bug Trac #10791.
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Loading and returning from subscripts alters the _variables
used, thus are not guaranteed to create a valid save state.
Loading a save should be valid at any time, as long as the
active script being run is restored to the base game script.
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Implement RB (bitmap visibility) command.
Implement stub for FLX and FLB (play animation) commands.
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This is a workaround for a premature sfx (original code/script bug) in a specific sequence in catacombs level 2.
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Catacombs level 3 doors were not drawn completely.
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- workaround to fix music playback in Mixed Up Mothergoose
- remove a useless declaration
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Also fix an issue with parsing IF command.
This commit makes the game completable (with many issues).
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regression from 00e59a31 - savegames without thumbnails (like the quickstart party) would raise an error message.
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Removes a problematic active debug hotkey, bug #10781
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Fixes a missing message error in floppy version. bug #10782
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Implement dummy SPECIALSHOW command (skip puzzle).
Fix NEWROOM command parsing.
Fix use action on inventory items.
Fix interaction with certain doors.
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displayed overlapping)
It seems that I broke this after 1.5.0 in 2013 when adding support for the FM-Towns version.
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This is a followup to the fix for bug #10665 (Urbish mines lobster having an invalid sound track number and causing invalid memory access).
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Add implicit pick up action for certain statics.
Respect disabled implicit walk action for doors.
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Fixes ego speed bugs in the original game, bug #10780
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Introduce game screen and game widget.
Add status bar to show currently hovered and picked items.
Load hardcoded strings from game executable.
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Properly fixes bug #10766.
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This occurs because of an out of buffer access when trying to play the
monster sound effect.
This is bug Trac #10665.
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Requested in enhancement #10713
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This feature can be used for the Windows version of KQ7, as well as
PQ:SWAT
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Fixes lockup in original game, bug #10767
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Fixes missing points in english pc floppy version, bug #10763
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The array used for the trap machine's messages outside Dr. Cranium's
lab is set correctly now. Fixes bug #10766.
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Fixes 20+ lockups in the original game, bug #10733
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This game uses an external DLL, PENGIN16.DLL, which is invoked via
kWinDLL. We need to reverse the logic in PENGIN16.DLL and call it
directly, in order to get this game to work properly. Until then, this
game entry will be disabled.
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It's the only game included, so there's no point showing the game
selection menu in this case. This follows the behavior of the original
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Fixes a persistence bug in original game
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Uninitialized param1 read when showing iconbar with inventory item
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It was already possible to override the stretch mode per game
in the options dialog, but this was ignored when starting the
game from the launcher due to this bug.
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Fixes bug #10761
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Fixes wrong and missing messages in DOS version
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Warning: breaks compatibility with previous savefiles.
They were mostly broken anyway, locking any NPC who
waited for kActionEndSound when savefile was created.
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If Cath stands near the beginning or the end of a car,
looks at a door, and a NPC opens this door,
the volume of train noise is temporarily raised.
Controlled by variables SoundManager::_data{0,1,2},
renamed to be not so mysterious.
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The English version has both DOS and Windows datafile versions,
but localized variants of GK1 are DOS only, so this is not a valid
entry.
This entry has duplicate detection checksums to the equivalent
DOS entry and was originally added as a workaround which should now not
be necessary.
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This is mainly to aid investigation of bug Trac #6310.
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