Age | Commit message (Collapse) | Author |
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svn-id: r12069
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to have the credits.bmp file, though if you don't you won't see the
"Smacker" logo. (Whether or not this is a feature is open to debate.)
Happy New Year!
svn-id: r12062
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svn-id: r12056
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open so that it can be re-opened afterwards. It's not so much that it may
have changed, but it may have been closed.
This should fix a crash when escaping the credits.
svn-id: r12055
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least the credits text is showing now.
svn-id: r12053
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svn-id: r12052
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will display it, and it's so much more interesting this way. :-)
svn-id: r12051
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svn-id: r12017
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checking the GF_DEMO flag. (There's still one "unnecessary" reference to
GF_DEMO in functions.cpp, but I plan on rewriting that function soon so I
don't want to touch it right now.)
svn-id: r12009
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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o Removed SoundMixer::bindToSystem()
o In scumm, replaced _silentMixer, _silentDigitalImuse and _noDigitalSamples by SoundMixer::isReady()
svn-id: r11893
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mainly because people kept (accidentally and sometimes on purpose :-) misusing them
svn-id: r11881
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(not yet done by any detector, but will come with the MD5 detection code)
svn-id: r11811
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svn-id: r11764
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the recent mixer changes made it more audible. Or maybe I just didn't
listen until now.
svn-id: r11763
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few other hitherto harmless bugs, which I've hopefully managed to fix.)
svn-id: r11762
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svn-id: r11756
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svn-id: r11755
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(AudioInputStream subclasses really really should implement readBuffer() for good performance)
svn-id: r11753
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svn-id: r11711
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svn-id: r11707
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svn-id: r11705
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svn-id: r11704
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pointless MusicStream class; removed various specific Channel subclasses and instead generalized the base class some more
svn-id: r11699
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better to do. :-)
svn-id: r11649
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"restart script" opcode. To actually verify this, though, I'd need to find
a case where any other script than script 0 at offset 0 is restarted...
svn-id: r11638
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of an animated cutscene while the mixer was still using it. Oddly enough, I
didn't encounter this bug when I played through the game recently, but
today it happened every time at the end of the cutscene where Nico finds
the jaguar stone.
svn-id: r11637
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GameSettings::gameName to name; added temporary experimental MD5 hack
svn-id: r11603
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svn-id: r11581
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previous commit.
svn-id: r11551
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aligned, never flipped and never RLE16-compressed. Simplified the code
accordingly. (Displaying the restore dialog when specifying an unused save
slot from the command-line works again now.)
Plus some minor cleanups.
svn-id: r11550
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e.g. it's 'C' or 'c' to display the credits, not some random function key.
svn-id: r11549
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files with a primitive and incomplete tool to present resource information.
(It may evolve into something useful and/or presentable later. Much later.)
I've found no evidence whatsoever that the mysterious blend & 0x02 case is
ever used. Since the code makes no sense to me, I've removed it.
svn-id: r11538
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svn-id: r11528
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To match original version and other games.
svn-id: r11479
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"nosubtitles", let's change this one as well. Of course, it does break
compatibility with old config files, but I guess the worst that can happen
is that we have an unused "nosubtitles" line in addition to the used
"subtitles" line...
svn-id: r11464
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svn-id: r11457
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game engines.
svn-id: r11447
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console a bit earlier so that error messages about missing files will be
more obvious to the user. (If an error happens that early, some of the
debugger commands will cause ScummVM to crash. I might look into that
later.)
svn-id: r11443
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the dreaded Pyramid Bug.
svn-id: r11427
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svn-id: r11384
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experimental resource dumping code.
svn-id: r11382
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svn-id: r11366
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understand the idea was to allow moving objects to take up space in the
scene, thus forcing actors to move around them, or something like that.
However, the number of extra bars/nodes was always zero.
svn-id: r11365
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svn-id: r11364
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svn-id: r11363
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number of parameters to a function would be useful for debugging, but that
information is already available in the script data itself.
svn-id: r11360
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Added tentative workaround for the bug (a script bug, I think) that causes
the game to hang when examining the lift at the top of the pyramid.
And, of course, some misc. cleanup.
svn-id: r11359
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still uses it are the engine's global variables which, on the other hand,
are used *everywhere*.
I'll have to think some more about those. I guess I should take a closer
look at how the other engines handle them. (That goes for a lot of things
by the way.)
svn-id: r11349
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svn-id: r11343
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