Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-07-27 | SCI32: Re-enable the high resolution mode option for GK1 | Colin Snover | |
2016-07-27 | SCI32: Use extern instead of #include frameout.h for splitRects | Colin Snover | |
2016-07-27 | SCI32: Fix backwards kFrameOut throttle timings | Colin Snover | |
2016-07-27 | SCI32: Handle remap data outside the game's remap range | Colin Snover | |
2016-07-27 | WAGE: Move some code in saveGame() | Alexander Tkachev | |
Now flags, version, description and thumbnail are added in the end of the file, thus making saves compatible with original ones. | |||
2016-07-27 | WAGE: Refine saveGame() once more | Alexander Tkachev | |
_resourceId is added to entities, so saveGame() can access these ids and save them. | |||
2016-07-27 | WAGE: Add World's _signature | Alexander Tkachev | |
2016-07-27 | WAGE: Refine saveGame() | Alexander Tkachev | |
Base/Current stats fix + loopNum, aim, opponentAim saving. | |||
2016-07-27 | WAGE: Refine WageEngine::saveGame() | Alexander Tkachev | |
More values are saved now, yet some are still not found. | |||
2016-07-26 | FULLPIPE: Few fixes to the pathfinding code | Eugene Sandulenko | |
2016-07-26 | WAGE: Add saveGameState() sketch | Alexander Tkachev | |
Copy-pasted from asvitkine/wage-engine (on java). I've managed filling in some values, the others are 0 for now. | |||
2016-07-25 | FULLPIPE: Added temp trace output | Eugene Sandulenko | |
2016-07-25 | FULLPIPE: Fix in MGM::recalcOffsets corner case check | Eugene Sandulenko | |
2016-07-25 | FULLPIPE: Fix subItems addressing in MGM | Eugene Sandulenko | |
2016-07-25 | FULLPIPE: Fix MGM array allocation | Eugene Sandulenko | |
2016-07-25 | FULLPIPE: Streamlined double binary numbers loading | Eugene Sandulenko | |
2016-07-25 | Merge pull request #789 from OmerMor/hoyle5 | Martin Kiewitz | |
Add detection to the Hoyle 5 family of games | |||
2016-07-25 | SCI: Add detection to the Hoyle 5 family of games | Omer Mor | |
Added games are: Hoyle Classic Games Hoyle Bridge Hoyle Children's Collection Hoyle Solitaire (CD and Hard Drive versions) Additionaly, kGetConfig was modified to support two settings used by these games: "laptop" and "jumpto". | |||
2016-07-25 | FULLPIPE: Renames in MovGraph class | Eugene Sandulenko | |
2016-07-24 | FULLPIPE: Clarified MovGraph::calcDistance() implementation | Eugene Sandulenko | |
2016-07-24 | WINTERMUTE: Another fix for c++11 compilation | Eugene Sandulenko | |
2016-07-24 | WINTERMUTE: Fix compilation | Eugene Sandulenko | |
2016-07-24 | Merge pull request #687 from tobiatesan/wme_debugger_rewrite | Eugene Sandulenko | |
WME: Debugger for WME, 2016 rewrite | |||
2016-07-24 | SCI32: Fix Video32 breaking when quitting during video playback | Colin Snover | |
2016-07-24 | SCI32: Fix bad VMD palettes in GK2 | Colin Snover | |
2016-07-24 | SCI: Fix memory leaks in ResourceManager | Colin Snover | |
2016-07-24 | SCI32: Improve behaviour of screen transitions | Colin Snover | |
1. Use the same throttling speed as normal frameouts. The old throttling speed seemed a bit too slow. 2. Exit the event loop immediately if the engine is supposed to quit, instead of forcing the user to wait until the transition has finished before quitting. | |||
2016-07-24 | SCI32: Fix KQ7 uninitialized read | Colin Snover | |
2016-07-24 | MOHAWK: Make sure the cursor is visible after loading in Myst | Bastien Bouclet | |
Fixes #7164. | |||
2016-07-23 | FULLPIPE: Renames in MovGraph | Eugene Sandulenko | |
2016-07-22 | FULLPIPE: Renames in Behavior code | Eugene Sandulenko | |
2016-07-21 | Modified compact implementation to work around bug | lavosspawn | |
https://sourceforge.net/p/scummvm/bugs/2687/ when playing Beneath a Steel Sky with our (slightly broken) sky.cpt | |||
2016-07-20 | MADS: Fix incorrect indentation | Paul Gilbert | |
2016-07-20 | JANITORIAL: Indentation fixes | Eugene Sandulenko | |
2016-07-20 | JANITORIAL: Fix indentation | Eugene Sandulenko | |
2016-07-20 | GOB: Work around broken resource sizes in Gobliiins EGA | Sven Hesse | |
The EGA version of Gobliiins, similar to Little Red Riding Hood, claims a few resources are larger than they actually are. The original happily reads past the resource structure, but we'll instead fix the size of the resource after loading. This fixes bug #7162. | |||
2016-07-20 | FULLPIPE: Some renames in MovGraphLink | Eugene Sandulenko | |
2016-07-20 | DRASCULA: Fix slight delay when interrupting intro animation | Thierry Crozat | |
The delay occurred when trying to interrupt the animation while at the start of the first scene with Igor. After the interruption (skipping the intro, return to launcher or quitting ScummVM) it would continue to play the animation for a bit longer than necessary. | |||
2016-07-20 | AGOS: Fix wrongly indented debugC() statement | Sven Hesse | |
GCC 6's -Wmisleading-indentation warns about the debugC() statement being wrongly indented, as if belonging into the else's branch, which it clearly doesn't. | |||
2016-07-19 | SCUMM: Use more portable rounding function | Eugene Sandulenko | |
2016-07-19 | Merge pull request #785 from segrax/master | Eugene Sandulenko | |
SCUMM: Maniac V0: Walkbox / Timing improvements | |||
2016-07-19 | SCUMM: Maniac V0: Implement 'simulator' for CPU lag (as the original engine ↵ | Robert Crossfield | |
occasionally ran at less than 60Hz). Fix call to 'getClosestPtOnBox', whcih was being passed X * V12_X_MULTIPLIER and Y * V12_Y_MULTIPLIER, but the box coordinates, where not | |||
2016-07-19 | SCUMM: Maniac V0: Implement original walkbox queue, Cleanup actor walk code | Robert Crossfield | |
2016-07-18 | FULLPIPE: Adjusted debug output | Eugene Sandulenko | |
2016-07-17 | SCUMM: Maniac V0: Clear the text area of the screen on fade out | Robert Crossfield | |
2016-07-15 | WAGE: Free memory used by loadWorld() debug code | Torbjörn Andersson | |
2016-07-15 | WAGE: Fix memory leak in drawBitmap() | Torbjörn Andersson | |
The 'tmp' surface was never freed when in _boundsCalculationMode. | |||
2016-07-15 | WAGE: Free memory for buttons when dialog is destroyed | Torbjörn Andersson | |
2016-07-12 | SCI32: Disable kernel call 0x23 on LSL6hires | Colin Snover | |
LSL6hires calls 0x23 (Graph/Robot) from game scripts, but it is a null function in the game's interpreter. | |||
2016-07-12 | SCI32: Fix unnecessary palette updates | Colin Snover | |
Some games load palettes that include color 255, but this is hardcoded to white in SSCI, so just ignore it during merges since it is ignored when the hardware palette is updated anyway. |