Age | Commit message (Collapse) | Author |
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vocabulary), since they're used inside kDoBresen()
svn-id: r52343
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also removing some previous code, because it wont work that way
svn-id: r52342
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svn-id: r52341
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svn-id: r52340
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making clone happy :D
svn-id: r52339
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svn-id: r52338
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svn-id: r52336
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svn-id: r52335
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Add two more workarounds for the delay issue between the storage
room and the lab. This fixes the PC Floppy Hebrew and german
versions.
svn-id: r52334
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the lookup tables
svn-id: r52333
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Fixed by performing proper MIDI initialization.
svn-id: r52332
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MIDI offsets for the enhanced music soundtrack
are now calculated on the fly
svn-id: r52331
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Based on bugreport #2847001: "SCUMM v0: Wrong palette colors". Old
palette is #ifdef'ed for reference.
svn-id: r52330
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fixes sepia palette getting applied when loading in pharkas (part of bug #3051905)
svn-id: r52326
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For some reason it referred to non-existent 3141. Changed it to
correct 3142.
svn-id: r52324
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Bug #2827022: "DW: Enhanced music doesn't work". This release
has completely different MIDI.DAT file. So far offsets and detection
for this version were added. The mapping has to be confirmed with
James Woodcock.
svn-id: r52323
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and changing patch code accordingly
svn-id: r52320
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svn-id: r52319
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dialog will not get replaced in sci32, nor in mother goose. Enable by adding "scireplacedialog" inside scummvm section of scummvm.ini file. Note: this feature is experimental
svn-id: r52318
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(works now, if enabled - but music isn't yet paused)
svn-id: r52317
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When failing the protection check, the script of the PC version was writing on purpose everywhere in the memory to hang the computer. This resulted in a crash in Scummvm, fixed by this workaround. (Tested on the 256 Col version french and german)
svn-id: r52316
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svn-id: r52314
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svn-id: r52311
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svn-id: r52305
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location
svn-id: r52302
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which is sci1 and sci1.1
fixes bug #3051145
- separating this mother goose from ega and sci2.1
- adding workaround when restoring saved games in these games, games try to calculate restored savedgameid instead of looking it up, we patch this code out and also set the global to the current savedgameid
- adding workaround for scripts checking savedgameid to be below 13 (our savedgameids begin at 100 now)
- changing official range for savedgameids from 1000->1999 to 100->199, otherwise mother goose would have required much larger patches and this range should be fine even if we replace savedgame dialogs later
svn-id: r52301
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svn-id: r52300
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svn-id: r52299
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"SCI: Bug in file read/write operations"
svn-id: r52298
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svn-id: r52297
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svn-id: r52295
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SQ6 workarounds
svn-id: r52294
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While the sliders cannot move yet, the game now knows if the puzzle is complete and whether you're over a slider or not. Drawing the sliders and moving the sliders will come next.
svn-id: r52292
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and added a FIXME inside kGraphDrawLine
svn-id: r52291
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svn-id: r52290
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svn-id: r52289
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Again, thanks SylvainTV for the debugging efforts
svn-id: r52288
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svn-id: r52287
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Add detection for Spanish, Italian, German and French
svn-id: r52286
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svn-id: r52283
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debugger. There is no real need to implement kernel debug commands, but since this one maps almost directly to our own "show" debug command, it has been reimplemented (was removed in rev #45310). Normally, there is no real need to implement kernel functions for debug functionality, since there are advanced tools for this purpose nowadays (plus, ScummVM's debugger). Fixes bug #3050616 - "QFG1 EGA: priority/control/view functions crash, debug mode"
svn-id: r52281
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inside the if-statement.
svn-id: r52269
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Move Fascination specific function to appropriate classes, plus some style modifications
svn-id: r52267
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should hopefully make them run better on different platforms (some platforms dont update on every updateScreen call, so the transitions worked much faster there (e.g. wii) and some other platforms dont have that much power, so transitions were slower on those)
svn-id: r52266
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svn-id: r52265
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looks better, although sierra didn't do that (examples: qfg3 demo/intro)
svn-id: r52264
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svn-id: r52263
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pharkas/german has duplicate resource entries inside the main resource files and we used the first ones. This results in half of the game being english and umlauts missing. We now use the last entries, which will fix all those issues (fixes bug #3039551)
svn-id: r52259
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of the bitwise OR aren't reading from the same source)
svn-id: r52258
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svn-id: r52256
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