Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-06-15 | SCI32: Only enable larry scaler for LSL7 | David Fioramonti | |
Fixes Trac#10568. | |||
2018-06-14 | MOHAWK: MYST: Clean up the options dialog | Bastien Bouclet | |
Also load and save games using ctrl-o / ctrl-s. | |||
2018-06-13 | MOHAWK: MYST: Make the scripts time accounting pause safe | Bastien Bouclet | |
2018-06-13 | MOHAWK: MYST: Move the current stack id to ScriptParser | Bastien Bouclet | |
2018-06-13 | MOHAWK: MYST: Simplify memory management of the active stack | Bastien Bouclet | |
2018-06-13 | MOHAWK: MYST: Extract a Card class out of the main engine class | Bastien Bouclet | |
This is to allow having multiple cards loaded at the same time in the future. | |||
2018-06-07 | DIRECTOR: Show a GUI error message when no sound devices are available | Bastien Bouclet | |
2018-06-07 | MOHAWK: Display a GUI error message when no audio devices are available | Bastien Bouclet | |
2018-06-06 | SCUMM: Fix recent commit to compile under all circumstances | Adrian Frühwirth | |
2018-06-06 | SCUMM: Work around distorted speech on submarine in Indy4 | Adrian Frühwirth | |
The speech sample at VCTL offset 0x76ccbca ("Hey you!") which is used when Indy gets caught on the German submarine seems to not be a VOC but raw PCM s16be at (this is a guess) 44.1 kHz with a bogus VOC header. To work around this we skip the VOC header and decode the raw PCM data. Fixes Trac#10559 | |||
2018-06-04 | SCUMM: Remove unnecessary space. | Torbjörn Andersson | |
2018-06-03 | SCUMM: Improve 'imuse play' debugger command error handling | Adrian Frühwirth | |
This commit introduces the following (seemingly non-invasive) changes to make the 'imuse play' debugger command more useful (i.e. don't crash when trying to load the wrong kind of (sound) resource. * ScummEngine::readSoundResource() Instead of fatally error()'ing upon hitting a non-sound resource type, e.g. a room header (0x524d4844 aka RMHD), we now only issue a warning(). This enables the already existing dead code which properly returns 0 (aka no resource loaded). * ResourceManager::validateResource() Instead of fatally error()'ing upon hitting an illegal glob type we now only issue a warning() and return false (also existing dead code). All methods calling validateResource() check its return value so this seems like the right thing to do anyway. * ScummDebugger::Cmd_IMuse() Instead of directly calling ensureResourceLoaded() we now call getResourceAddress() instead (which in turn calls ensureResourceLoaded() and handles other edge cases) and only attempt to play a sound if the returned pointer actually is valid. Fixes Trac#10527. | |||
2018-06-03 | SAGA: Don't show pause message in saved thumbnail | David Fioramonti | |
Fixes Trac#10008. Previously, the game would show a paused game message in the thumbnail when the game was saved using the gmm. | |||
2018-06-03 | Merge pull request #1141 from DanielSWolf/larryscale | Thierry Crozat | |
SCI: High-quality "LarryScale" cel scaler for LSL7 | |||
2018-06-03 | BASE: Remove temporary targets when they fail to launch | Bastien Bouclet | |
Prevents invalid targets created from the command line to show up in the launcher. Fixes Trac#2788. | |||
2018-06-01 | SCUMM: Ensure pointer returned by getResourceAddress() is usable | Adrian Frühwirth | |
In some cases the pointer returned is used directly without further error checking. As most instances already assert() in this case this commit simply adds asserts where missing and deemed appropriate. | |||
2018-05-31 | SLUDGE: Move save game getter to StackHandler | Simei Yin | |
2018-05-31 | SLUDGE: Move stack size getter to struct StackHandler | Simei Yin | |
2018-05-31 | SLUDGE: Move copyStack() to struct Variable | Simei Yin | |
2018-05-31 | SLUDGE: Move last stack finding function to struct VariableStack | Simei Yin | |
2018-05-31 | SLUDGE: Move stack variable getter/setter to VariableStack | Simei Yin | |
2018-05-31 | SLUDGE: Move FastArray getter to struct FastArrayHandler | Simei Yin | |
2018-05-31 | SLUDGE: Move fastarray functions to struct Variable | Simei Yin | |
2018-05-31 | SLUDGE: Move value getters to struct Variable | Simei Yin | |
2018-05-31 | SLUDGE: Move add/comparison functions to struct Variable | Simei Yin | |
2018-05-31 | SLUDGE: Move costume functions to struct Variable | Simei Yin | |
2018-05-31 | SLUDGE: Move PersonAnimation functions into struct Variable | Simei Yin | |
2018-05-31 | SLUDGE: Move text related functions to struct Variable | Simei Yin | |
2018-05-31 | SLUDGE: Move copyVariable to struct Variable | Simei Yin | |
2018-05-31 | SLUDGE: Move save/loadVariable() to struct Variable | Simei Yin | |
2018-05-31 | SLUDGE: Move SetVariable() into struct Variable | Simei Yin | |
2018-05-31 | SLUDGE: Move unlinkVar into struct Variable | Simei Yin | |
2018-05-31 | SLUDGE: Move createCString() with string tools | Simei Yin | |
2018-05-30 | XEEN: Correct scroll and music when signing into tavern | Paul Gilbert | |
2018-05-30 | XEEN: Fix Direction Sense display | Paul Gilbert | |
2018-05-30 | XEEN: Stop re-rolling new character stats when some areas of screen clicked | Paul Gilbert | |
2018-05-30 | XEEN: Properly reset subtitles when replaying cutscenes | Paul Gilbert | |
2018-05-30 | SCUMM: HE: Mark Bink as engine dependency | Eugene Sandulenko | |
2018-05-29 | SLUDGE: Move function/variable load/save functions to related files | Simei Yin | |
2018-05-29 | SLUDGE: Split runSludge() to runAllFunctions() and handleSaveLoad() | Simei Yin | |
2018-05-29 | SLUDGE: Create constructor of Variable instead of initVarNew | Simei Yin | |
2018-05-29 | SLUDGE: Move resource names to ResourceManager | Simei Yin | |
2018-05-29 | SLUDGE: Objectify FatalMsgManager | Simei Yin | |
2018-05-29 | SLUDGE: Split out function.h/cpp for upcoming refactoring | Simei Yin | |
2018-05-28 | GUI: Move UnknownGameDialog to gui | Thierry Crozat | |
2018-05-28 | Merge pull request #1187 from bgK/detection-refactor-unknown | Bastien Bouclet | |
ENGINES: Return unknown game variants with the list of detected games | |||
2018-05-28 | MOHAWK: MYST: Fix drawing the Stoneship red page open door | Bastien Bouclet | |
When the lights are on, the open door image would not draw at the correct position in Myst ME only. This is due to the open door image being too small. The original has a special case for that image. We reproduce that same hack. Fixes Trac#7143. | |||
2018-05-28 | Merge pull request #1201 from ccawley2011/mohawk-sound | Bastien Bouclet | |
MOHAWK: Fix decoding sounds with 16 bit samples | |||
2018-05-27 | XEEN: Fix compiler warning | Paul Gilbert | |
2018-05-27 | XEEN: Fix close-up objects placement, incorrect skill text in Create Char dialog | Paul Gilbert | |