Age | Commit message (Collapse) | Author |
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fixes bug #3045225
svn-id: r52102
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Apparently, the original interpreter hard-coded the lengths of the
audio tracks on the CD, and in this particular case it makes a
difference that one of the tracks is slightly longer on the disc
than the scripts assume it is. Thanks to hennymcc for doing all the
hard work in figuring this out.
svn-id: r52098
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svn-id: r52082
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sq4cd recreates the inventory window several times, but also reuses old window ids, causing kernelSetActive errors. fixes bug #3044757
svn-id: r52079
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fixes bug #3044734
also fixing heap corruption during the ending
svn-id: r52077
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svn-id: r52076
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svn-id: r52072
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makes it work, bug #3043270, added FIXME
svn-id: r52071
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bug #3044046
svn-id: r52070
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fixes bug #3044507
svn-id: r52068
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svn-id: r52067
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svn-id: r52066
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bug #3044218
svn-id: r52065
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bug #3044044, didn't occur for me, needs testing
svn-id: r52064
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bug #3043955
svn-id: r52063
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svn-id: r52047
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fixing endless flight, is actually a script data bug - there is an additional property, which is not included in property count. It's used. We return 0 in that case, because we don't know about that property, resulting in nest::x never get changed and the scripts check that for advancing
svn-id: r52046
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svn-id: r52045
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we had this workaround before, this is for a different pq2 version - bug #3043904
svn-id: r52044
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fixes laura bow 1 when knocking at the door in the attic, scripts wait for 0xb in that case, sound resource sets 0xb and then immediately ends. This resulted in the scripts only getting the termination signal, so they waited endlessly. (bug #3042981)
svn-id: r52043
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for laurabow2 floppy. In floppy the bug doesn't occur, we fix the code nonetheless
svn-id: r52040
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svn-id: r52039
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painting closing immediately
(fixed properly here, the NRS patch just nukes the whole routine)
svn-id: r52038
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fixes some words not being red in pepper (part of bug #3040039)
svn-id: r52031
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really weird, but it works now. Bug #3037578 (kq5 trunk), bug #3043286 (lb1 knight)
svn-id: r52007
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broke laura bow 1, need to figure out whats exactly wrong
svn-id: r52004
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fixes actual game bug #3042277 - sierra switched in that case to highest volume possible
svn-id: r51999
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svn-id: r51996
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These devices are not able to create appropriate drivers.
The only purpose for now is having proper gui options and flags and music types for the device detector.
The corresponding GUIO flags for the new devices have been added, too.
svn-id: r51995
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working now like in sierra sci, when using priority/control - fixes pepper adventures in time - no failure screen - bug #3040185
cleanup of GfxPaint16::fillRect
svn-id: r51994
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svn-id: r51991
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At this point, there's little point in doing them one game at a time.
Re-enable PCjr music for old Monkey Island, and for the Passport to
Adventure demo. Again, I don't have all the relevant versions to test
myself, so keep an eye out for regressions.
At this point, only the Apple II and C64 versions of Maniac Mansion
have the MDT_PCSPK flag, but not the MDT_PCJR flag. I don't know a
thing about these versions, so I'm leaving them well enough alone.
svn-id: r51990
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svn-id: r51989
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Apart from adding the necessary detector flags, in cases where we used
to only check for PC Speaker we now also need to check for PCjr. Note
that I have only tested this with the VGA version. And even with that
one, I've only given it the briefest of tests.
svn-id: r51988
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If the mixer isn't ready, we probably have to check for PCjr as well,
so add that case.
svn-id: r51987
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This once again makes it possible to select PC Speaker music in Indy 3.
svn-id: r51986
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but pausing looped samples only
fixes "I'm melting" sample in sq1 death (bug #3038048)
added detailed comment about this change
svn-id: r51985
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when restoring on arcada in some rooms (bug #3040908)
svn-id: r51984
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enable PCJR sound for Maniac Mansion v1 and v1 and Zak McKracken v1 and v2.
svn-id: r51983
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svn-id: r51982
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bug #3042547
svn-id: r51981
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svn-id: r51974
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fixes regression of r51952 and bug #3042957
svn-id: r51971
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fixes kq6 getting assert as well (bug 3042866)
svn-id: r51970
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fixes kq5 trunk getting closed again during intro - is actually a script bug that sets cel to some really high number - bug #3037578, may also fix other similar issues
svn-id: r51969
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bug #3042756, although there is another bug shortly after
svn-id: r51968
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svn-id: r51959
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awari minigame, fixes bug #3040579
svn-id: r51958
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svn-id: r51956
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sierra sci did this in their getCelRect(), we are doing it while loading, fixes laura bow not appearing in taxi (bug #3041220)
svn-id: r51955
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