Age | Commit message (Collapse) | Author |
|
svn-id: r55299
|
|
Add an quick hack to fudge reading of the "voice.inf" file,
so that the voice match the selected text language.
svn-id: r55298
|
|
svn-id: r55297
|
|
svn-id: r55296
|
|
The scripts seem to depend on var32_236 to be cleared at the
start of each new script file.
svn-id: r55295
|
|
svn-id: r55294
|
|
Makes the "Try again" after a death work
svn-id: r55293
|
|
- Fix description of Penelope lying (when using mouse)
- Use H3 Win logic in order to handle horizon
- Add a workaround for a data bug in scenery1.dat, fixing the
pathfinding bug in Crash screen
svn-id: r55292
|
|
Modify debug level for 2 debug messages,
Suppress obsolete comments,
Fix typo in comment
svn-id: r55291
|
|
svn-id: r55290
|
|
svn-id: r55289
|
|
svn-id: r55287
|
|
Thanks to SylvainTV :)
svn-id: r55286
|
|
svn-id: r55284
|
|
Fixes the blockiness and apparent color shifting in some Urban Runner menu icons.
svn-id: r55283
|
|
svn-id: r55282
|
|
Walking now works correctly, with no valgrind issues, lockups or assertions.
svn-id: r55281
|
|
svn-id: r55280
|
|
* Renamed and retyped "int _fieldC" to "bool _stillWalkingTowardsNode" to aid readability and clarity of code. Thanks to fuzzie for naming.
* Added assertion to prevent use of invalid memory as reported by Valgrind when walk point p is constructed from an empty list.
* Added code to stop walk if buildPath fails, though this causes an assertion instead currently.
svn-id: r55279
|
|
svn-id: r55278
|
|
Since Urban Runner casts int16s to uint32 before pushing them onto the
stack and after popping assumes it's little endian, we have explicitely
preserve the variable space endianness while pushing/popping.
svn-id: r55277
|
|
Fixes Urban Runner loading.
This being broken has the potential of messing up
/everything/ in unpredictable ways, so saves of games using
this opcode may be borked. Thankfully, I *think* it's just
Urban Runner, which isn't working/supported yet anyway.
svn-id: r55276
|
|
svn-id: r55275
|
|
svn-id: r55274
|
|
svn-id: r55273
|
|
svn-id: r55272
|
|
svn-id: r55271
|
|
svn-id: r55270
|
|
svn-id: r55269
|
|
svn-id: r55268
|
|
svn-id: r55264
|
|
To allow the videoplayer (and ultimatively the demoplayer)
to switch color modes if necessary.
svn-id: r55262
|
|
To change ScummVM's color mode on-the-fly
svn-id: r55261
|
|
To allow converting the surface's bytes per pixel
without destroying it first.
svn-id: r55260
|
|
In the other cases I've found in the code, the colour components are
stored in the order B, G, R and A. Assume that's the case here too. I
hope that is correct. It doesn't seem to break anything obvious.
svn-id: r55255
|
|
- Plugged 2 memory leaks in the SCI0 menu code (the lists of menu and submenu entries)
- Got rid of the _listCount variable
svn-id: r55254
|
|
svn-id: r55253
|
|
svn-id: r55252
|
|
shower"
This is a regression from the new kInitBresen/kDoBresen functions, enabled in r52467.
Many thanks to waltervn for his work in bisecting this. The actual bug should be
found, but since only this death scene has an issue, it's not really worth the
effort. The old functions are based on observations, so there are many differences in
the way that they behave. If another test case is found, then this shall be examined
further. Until then, this simple and unobtrusive hack will do.
svn-id: r55251
|
|
svn-id: r55250
|
|
on a kernel function
svn-id: r55249
|
|
svn-id: r55247
|
|
svn-id: r55246
|
|
svn-id: r55245
|
|
svn-id: r55244
|
|
svn-id: r55242
|
|
svn-id: r55241
|
|
svn-id: r55240
|
|
This command forces the mouse state to Enabled and Visible.
This is intended to help playtesting in Big Red Adventure, which has an issue currently with the mouse pointer getting stuck in the hidden state in some cases.
svn-id: r55234
|
|
The automatic destruction of engine member "_char" of type Character at end of the destructor causes an invalid read in the destruction of the AnimationPtr which is a SharedPtr. To stop this happening, the SharedPtr is reset() prior to the destruction of Gfx, so it's dependencies on Gfx are still present. This will affect Nippon Safes as well as Big Red Adventure, but is unlikely to cause any issues and it is likely this exists in NS as well.
Thanks to fuzzie for this code.
svn-id: r55233
|