Age | Commit message (Collapse) | Author |
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Differences against patch:
o Updated documentation
o Fixed text colors
o Implemented Hercules dithering
Ditherers are based on loom ega and monkey ega, so for zak and mm they're
wrong, i.e. these games look better than with original ditherers.
TODO:
Proper ditherers for zak & MM
EGA ditherers for VGA SCUMM v5 games
svn-id: r16816
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svn-id: r16804
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VAR_NUM_ACTORS doesn't always have the correct value.
svn-id: r16799
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o Fixed ScummEngine_v72he::o72_openFile() so autogenerated names also
checked for substitution.
o New case 0 in o100_actorOps() used by Russian updated freddicove. Number
of stack items weren't checked against disassembly
svn-id: r16792
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svn-id: r16783
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svn-id: r16782
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svn-id: r16780
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svn-id: r16777
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time.
svn-id: r16772
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of the game uses. (Unfortunately the data files do not all use the same
capitilization. Some are named "PuttPuttTTT"-something, while others are
named "puttputtTTT"-something.)
svn-id: r16770
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svn-id: r16768
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with joostp.
svn-id: r16766
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method. Right now it is used to eliminate those Windows HE titles which
have different target base names.
If you want to use it, then define another entry in substDataFileNameTable[].
If your version with different base name has other features then you need
to define GF_MULTIPLE_VERSIONS for main entry and add any additional
entries to multiple_versions_md5_settings based on MD5 of the entry.
svn-id: r16764
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svn-id: r16733
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svn-id: r16729
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svn-id: r16724
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* baseball2003 and Soccer2004 use Bink videos but just for intro movies and
logos, so we may add them.
* artdemo and readdemo also use Bink, but seems that additionally it uses
them in cutscenes, but since there are just few of them, not like in
full games, we may try to look at them too
* SoccerMLS is (alsmost) working. It runs the intro, shows menu, lets
to select from it but then fails at some Wiz stuff and there is no
hotspots to choose. I think it may be related to overall HE99 problem
with inventory where there is a bug preventing from item selection
o baseball2003 and Soccer2004 featured new LECF index block. Add stub for it
o SoccerMLS used kernelSetFunction 2001 in intro. add stub for it
o Alternative russian freddi3 uses badly formatted logo substitution in intro,
so error() in default case in Gdi::drawBMAPBg() was replaced with warning().
svn-id: r16722
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svn-id: r16717
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version than me. It seems that the game was released on multiple engine
versions.
svn-id: r16716
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is wrong.
svn-id: r16715
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TODO:
o Allow reading from non-processed game executable. Now you need to get
.bin file out of it
o Use color versions of cursors
o Combine MacResExtractor with Win32ResExtractor. Now I just stupidly
create 2 objects and do not use new cursor caching code.
svn-id: r16713
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svn-id: r16702
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svn-id: r16700
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Add early Macintosh HE games.
svn-id: r16698
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svn-id: r16697
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svn-id: r16696
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svn-id: r16695
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svn-id: r16693
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svn-id: r16691
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svn-id: r16690
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svn-id: r16689
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svn-id: r16688
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svn-id: r16687
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Committed for review/criticize. No further support by the engine, i.e.
detected games will not run, but most complex task is done. Will finish
it tomorrow unless some nasty bugs will pop up.
svn-id: r16686
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Though I _don't_ like this fix. It looks like a dirty hack to me. There
is something completely wrong with our logics here.
svn-id: r16644
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svn-id: r16642
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reduced this (total dependencies on system.h went down from 193 to 85 files)
svn-id: r16527
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only affect the special mac container formats, and ensures we do not try to compute the MD5 of a 500 MB file each time the game is run)
svn-id: r16432
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svn-id: r16398
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svn-id: r16331
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SFX and music; volume is now controlled based on the sound type
svn-id: r16330
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svn-id: r16328
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svn-id: r16133
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actually belongs, I don't quite like the upcasts I introduced, but I don't know how to deal without them
svn-id: r16132
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initSize() and thus have possibility to show up a window with the
message?
svn-id: r16124
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svn-id: r16113
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a new file util.cpp and sound resource code to sound.cpp
svn-id: r16105
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svn-id: r16002
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Monkey VGA) that was introduced by a recent "multi MIDI" change.
The "old Adlib" property was set too late in the iMUSE player, so the Adlib
driver would always think the game was new. I've removed this property from
the iMUSE player, since it's only function appeared to be to pass it on to
the Adlib player, and now set it in the Adlib player directly instead.
Also removed some remaining "multi MIDI" traces from the iMUSE player that
I believe were obsoleted by the aforementioned "multi MIDI" change.
svn-id: r15974
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methods), same for some other MIDI related stuff
svn-id: r15968
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