Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-03-01 | SCI32: Fix text size calculation scaling to match SCI | Colin Snover | |
The previous code works correctly only for ratios like 2:1 that do not generate remainders. | |||
2016-03-01 | WAGE: Added two more games | Eugene Sandulenko | |
2016-03-01 | WAGE: Added detection for The Tower | Eugene Sandulenko | |
2016-03-01 | WAGE: Added detection for 2 more games | Eugene Sandulenko | |
2016-03-01 | WAGE: Added detection for The Phoenix | Eugene Sandulenko | |
2016-03-01 | WAGE: Fix bufer overrun in bitmap code | Eugene Sandulenko | |
2016-03-01 | WAGE: Simplified detection entries for fan games | Eugene Sandulenko | |
2016-03-01 | WAGE: Added detection for Twisted! and Exploration Zeta! | Eugene Sandulenko | |
2016-03-01 | SCI32: Revert GK1 hacks | Willem Jan Palenstijn | |
Replacing a valid signature error by a warning isn't useful. | |||
2016-03-01 | CINE: Fix sound effects stopping the music in the DOS CD version of Future Wars. | Kirben | |
2016-03-01 | CINE: Fix restoring background music when loading saved game in DOS CD ↵ | Kirben | |
version of Future Wars. | |||
2016-03-01 | SCI32: Add a note about the menu bars in GK1 | Filippos Karapetis | |
2016-03-01 | SCI32: Warn when the unhandled parameter is set in kPalVarySetPercent | Filippos Karapetis | |
2016-03-01 | SCI32: GK1 adds another optional parameter to kPalVarySetPercent | Filippos Karapetis | |
2016-03-01 | SCI: Remove superfluous cast to boolean and fix code styling | Filippos Karapetis | |
2016-03-01 | SCI: Use uint32 instead of unsigned int | Filippos Karapetis | |
2016-02-29 | SCI: Fix compilation on amigaos4 | Lars Skovlund | |
2016-02-29 | SCI3: Collect bits for managing kInfoFlagViewVisible | Lars Skovlund | |
2016-02-29 | SCI: Add vocab994 console command | Lars Skovlund | |
This is intended for early SCI2, but should work with older SCI too, not that we need it. | |||
2016-02-28 | SCI32: Non-titled text bitmap implementation | Colin Snover | |
This implementation is not 100% engine accurate, but it is more accurate than what was there, and hopefully the differences between this and the engine code are merely cosmetic. The known (intentional) differences are: 1. Uses ScummVM rects inside the engine code, converting to/from SCI rects on the kernel edges and when scaling 2. Fewer side effects when performing operations that *should* have been pure from the start (like text dimension calculation). Still not side-effect-free, but at least things like colours and alignment do not need to be reset every time a measurement is taken, unlike in the actual engine. Editor controls and some other kBitmap code are temporarily disabled as a result of changes to GfxText32 until they can be updated to be engine-accurate. | |||
2016-02-28 | GOB: Don't completely reset the OPL in AdLib::initOPL() | Sven Hesse | |
It shouldn't be necessary anymore, since initOPL() cleans everything. If, however, suddenly a piece of music sounds weird in a Gob game, this is the place to look for. This fixes a race condition between OPL::reset() and the callback timer. | |||
2016-02-28 | AGI: Remove comma from "Pause when entering commands" | Martin Kiewitz | |
2016-02-28 | AGI: Add optional "pause, when entering commands" feature | Martin Kiewitz | |
Shows a prompt window and pauses the game (just like original AGI did, but original AGI only did it in Hercules rendering mode). | |||
2016-02-28 | AGI: Fix small memory leak in Hercules font loader | Torbjörn Andersson | |
2016-02-28 | AGI: Set monitor VM var to EGA for Hercules rendering | Martin Kiewitz | |
Original AGI Hercules rendering was restricted by the Hercules resolution, which is why they had to remove the AGI prompt and replace it with a prompt window like the one used in SCI. We are not and even when we support that prompt window, we will still support the original AGI prompt even for Hercules rendering. Maybe some games had special graphic code, when Hercules rendering is active. This needs to get checked. We are now telling the scripts that we are running on EGA, so that they don't put text at different coordinates. Hercules rendering also used a different grid for putting text for example Space Quest 2 right at the start. This change avoids problems with such placement. We don't really want to restrict ourselves by implementing that different text grid resolution. Also added comments on game feature flags. | |||
2016-02-28 | CINE: Fix SPL resource loading (thus SFX). | Johannes Schickel | |
Confirmed against DOS disasm. There is no header for SPL data. | |||
2016-02-28 | AGI: Disable font loading from HGC_GRAF.OVL (AGI3) | Martin Kiewitz | |
It seems Sierra basically put a low res font in there, so it's useless. We should rather directly use the PC BIOS font in those cases. The code could be useful at some point in case we add support for the AGI3 Hercules rendering, although I think it looks worse, because graphics are basically "compressed". | |||
2016-02-28 | AGI: Hercules rendering for game screen | Martin Kiewitz | |
2016-02-28 | ENGINES: Fix Typos. | Johannes Schickel | |
2016-02-28 | TSAGE: Remove ADGF_TESTING from Return to Ringworld. | Kirben | |
2016-02-28 | SWORD25: Remove ADGF_TESTING from Broken Sword 2.5 | Kirben | |
2016-02-28 | LAB: Remove ADGF_TESTING from DOS version of Labyrinth of Time. | Kirben | |
2016-02-28 | BBVS: Remove ADGF_TESTING from Beavis and Butt-head in Virtual Stupidity. | Kirben | |
2016-02-27 | AGI: Add support for upscaling and Hercules hires font | Martin Kiewitz | |
- User option to force Hercules hires font for any rendering mode - Also change mouse cursor hotspots from 1,1 to 0,0 - Fix inaccuracy in mouse controlled game menu - Change render_Block(), drawBox(), drawDisplayRect() to use upper Y instead of lower Y. Original AGI uses lower Y, but upper Y makes upscaling way easier. | |||
2016-02-27 | KYRA: Formatting fixes. | Johannes Schickel | |
2016-02-27 | KYRA: Remove ADGF_TESTING from EoB 1+2. | Johannes Schickel | |
2016-02-27 | SCI32: Clear InfoFlagViewVisible after updating ScreenItem | Willem Jan Palenstijn | |
2016-02-27 | SCI32: Update InfoFlagViewVisible from send_selector | Willem Jan Palenstijn | |
2016-02-27 | SCI32: Update InfoFlagViewVisible in VM opcodes | Willem Jan Palenstijn | |
2016-02-27 | SCI32: Remove two hacks for Torin, and document what happens instead | Filippos Karapetis | |
2016-02-27 | SCI: Remove another GK1-related hack | Filippos Karapetis | |
2016-02-27 | SCI: Remove a TODO in GK1 that has been resolved properly now | Filippos Karapetis | |
2016-02-26 | MOHAWK: Fix the drawing time simulation | Bastien Bouclet | |
Was broken when adding transition support. Fixes scripted card changes not displaying for a long enough time. | |||
2016-02-26 | MOHAWK: Fix loading a save from the launcher | Bastien Bouclet | |
Was broken by d6881100dd5613c8573f8f8235b93772ae513e49 | |||
2016-02-26 | BBVS: Move dialog to avoid bevel being drawn offscreen | Willem Jan Palenstijn | |
Since the GUI renderer doesn't do clipping, this would cause a potential crash with the Classic theme. | |||
2016-02-26 | SCI: Make Freddy Pharkas intro scaling patch more generic | Martin Kiewitz | |
So that hopefully the signature will match for all versions | |||
2016-02-25 | SCI: Add script patch for Freddy Pharkas intro scaling | Martin Kiewitz | |
Fixes game title views not shown while they are scaled in. | |||
2016-02-25 | CGE2: Fix a couple of boolean values | Strangerke | |
2016-02-25 | ZVISION: Remove gap handling from removeSaveState. | Johannes Schickel | |
This removes the annoying behavior that removing a save state causes your physical files to be renamed. As discussed with RichieSams and wjp. | |||
2016-02-25 | ENGINES: Document sorting guaranty for MetaEngine::listSaves. | Johannes Schickel | |