Commit Graph

75267 Commits

Author SHA1 Message Date
Eugene Sandulenko
34f7e04c4f
SLUDGE: Initial code for bg effects 2021-05-17 01:55:21 +02:00
Eugene Sandulenko
df762ea3df
SLUDGE: Cleanup and simplify code 2021-05-17 01:55:20 +02:00
Eugene Sandulenko
7d5788836d
SLUDGE: Implement Crossfade transition
This completes all the transition modes
2021-05-17 01:55:20 +02:00
Eugene Sandulenko
4af234930d
SLUDGE: Implement Snapshotbox transition 2021-05-17 01:55:14 +02:00
Filippos Karapetis
cb6a107499 SCUMM: Limit x-range of selection workaround to Hebrew versions
Fixes bug #12552
2021-05-17 02:08:21 +03:00
Paul Gilbert
198b37c702 NUVIE: Added German detection entry 2021-05-16 14:43:18 -07:00
Eugene Sandulenko
d96ac486c9
SLUDGE: Implement Blinds transition 2021-05-16 17:09:32 +02:00
Eugene Sandulenko
d359183fc0
SLUDGE: Implement TV transition 2021-05-16 17:09:32 +02:00
Eugene Sandulenko
ada51d0b49
SLUDGE: Implement Dissolve transition 2021-05-16 17:09:32 +02:00
Matthew Duggan
345537c519 ULTIMA8: Improve test for Crusader slide movements
The previous code made it possible to accidentally jump through thin objects
like laser barriers because it was not testing that the avatar could get to the
start point of the adjusted move.  Added a sweep test to ensure the start point
is also valid.
2021-05-16 22:19:45 +09:00
Matthew Duggan
c40477ef67 ULTIMA8: Don't pause crusader turn while firing 2021-05-16 22:19:45 +09:00
wonst719
7ac29d2dcd SCUMM: Fix HashMap usage in Korean translation code 2021-05-16 21:09:24 +09:00
Matthew Duggan
3e0c3089e9 ULTIMA8: Remove outdated FIXME and TODO comments 2021-05-16 20:36:58 +09:00
Matthew Duggan
ccc91e43ca ULTIMA8: Fix a TODO in Crusader attack, add another one for Regret 2021-05-16 20:36:57 +09:00
Matthew Duggan
d5a5b5c5ed ULTIMA8: Add comments 2021-05-16 20:36:57 +09:00
Matthew Duggan
8d3e556e97 ULTIMA8: Clean up a Crusader TODO. 2021-05-16 20:36:57 +09:00
Matthew Duggan
0ee35a1e1f ULTIMA8: Get Crusader default HP from data table 2021-05-16 18:21:38 +09:00
Matthew Duggan
46982981f5 ULTIMA8: Update Crusader random weapon table for No Regret 2021-05-16 18:21:38 +09:00
Matthew Duggan
f5d4a91576 ULTIMA8: Use bool type for two firetype flags 2021-05-16 18:21:38 +09:00
Matthew Duggan
07dee61a72 ULTIMA8: Add No Remorse data to FireTypeTable 2021-05-16 18:21:38 +09:00
Matthew Duggan
07d7e335d7 ULTIMA8: Add repeating firing in Crusader 2021-05-16 18:21:38 +09:00
Matthew Duggan
dce361bf3b ULTIMA8: Turn Crusader immediately while moving
Crusader games allow the avatar to turn once immediately while walking/running.
2021-05-16 18:21:38 +09:00
Matthew Duggan
f3eb0a978e ULTMA8: JANITORIAL: Remove incorrect commented-out code 2021-05-16 18:21:38 +09:00
Matthew Duggan
15b265abdc ULTIMA8: Use readSByte to eliminate casts 2021-05-16 18:21:38 +09:00
Eugene Sandulenko
f1196d909a
SLUDGE: Fix crash at save 2021-05-16 00:53:39 +02:00
Eugene Sandulenko
c07f28a6b0
SLUDGE: Revert the background transparency fix as that messes with some backgrounds 2021-05-16 00:37:12 +02:00
Kaloyan Chehlarski
a8103e2eb5 COMMON: Add support for multi-file InstallShield cabinets
Added support for InstallShield v6 cabinets, which can be made up of
multiple files. The interface for creating an Archive instance now takes
the base filename (e.g. the "data" in "data1.cab") for all cabinets,
including single-file ones.

Co-Authored-By: clone2727 <236052+clone2727@users.noreply.github.com>
Co-Authored-By: Walter van Niftrik <615114+waltervn@users.noreply.github.com>
2021-05-15 23:03:19 +03:00
D G Turner
82b1f3603a ULTIMA8: Fix GCC Shadowing Warning 2021-05-15 20:17:38 +01:00
Eugene Sandulenko
8acff5258a
AD: Fix detection for Mac games after the cache was introduced 2021-05-15 17:17:23 +02:00
Eugene Sandulenko
524193ac26
SLUDGE: Rename loadsave.* -> saveload.* for consistency 2021-05-15 17:17:23 +02:00
Matthew Duggan
4384d75d8c ULTIMA8: Usecode push-byte-indirect should sign-extend
Opcode 0x3E pushes a byte on to the stack as a 16-bit value. Previously we
assumed it should be treated as an unsigned value, but the code for conveyors
in Crusader clearly treats it as a signed value - they move at +3 or -3 per
tick.  Confirmed in the disasm that both U8 and Cru use CBW to sign-extend
value in AL, so this may fix some things in U8 too.
2021-05-15 22:13:59 +09:00
athrxx
4e5ca90efc KYRA: (EOB) - tweak explosion and vortex animations some more
- make the animations a bit faster to reduce the amount of time for which the engine is blocked
- separate the display updates from the engine delays
- register user input during the animations
2021-05-15 13:59:17 +02:00
athrxx
840ddb8dd7 KYRA: (EOBII/Amiga) - fix minor color glitch
When skipping the first part of the outro sequence via mouse click a dark green square could appear at the bottom of the screen.
2021-05-15 13:56:36 +02:00
athrxx
b3ade1fa5c KYRA: (EOBII) - improve playback of final credits
This makes the playback a bit smoother. The original would scroll the text lines upwards by 2 pixels every 2 ticks. Now we just move them upwards by 1 pixel every 1 tick. Same speed, just smoother...
2021-05-15 13:55:56 +02:00
Matthew Duggan
9d34f7b680 ULTIMA8: Crusader rolls should end kneeling
Even when they started standing.  Match the original behavior.
2021-05-15 17:17:39 +09:00
Matthew Duggan
6d71176b8f ULTIMA8: Improve debug message in ActorAnimProcess 2021-05-15 17:06:36 +09:00
Matthew Duggan
21ac02ab46 ULTIMA8: Remove Crusader elevator hack and fix it properly
Crusader globs sometimes contain items with an odd z value - eg, stripey floors
or elevators.  This is not done in U8 and probably a hack to make the paint
order right in the original, but our scan function was only checking +/-4 and
+/-8 pixels so the avatar would jump 4 pixels up then fall, which was nasty.

Add odd-pixel checks as well when doing a scan in Crusader, and clean up the
old hack.  Also tidied up the scan function to make it more understandable.
2021-05-15 17:06:30 +09:00
Matthew Duggan
f70cb80c30 ULTIMA8: Don't 'land' dead actors in Crusader 2021-05-15 17:06:04 +09:00
Matthew Duggan
4c4b8a6cf5 ULTIMA8: Remove a bit of dead code 2021-05-15 17:06:04 +09:00
Matthew Duggan
edf0797728 ULTIMA8: Wire up more intrinsics for No Regret 2021-05-15 17:06:04 +09:00
Paul Gilbert
21fdb18a4d AGS: Added detection entries 2021-05-14 20:29:06 -07:00
sluicebox
05d5299c54 SCI: Remove unused 640x480 mode from SCI16 code
This is old SCI32 code that should have been removed from
GfxScreen when GfxScreen32 was created.
2021-05-14 17:37:19 -06:00
sluicebox
7957b50af1 SCI: Add option to use SQ4 CD Windows cursors 2021-05-14 17:37:18 -06:00
Eugene Sandulenko
bc38a0a08c
SLUDGE: Implement FADE transition 2021-05-15 00:10:01 +02:00
a/
eba9fa8f30 DETECTOR: Use Common::String::format for performance 2021-05-14 22:35:23 +02:00
a/
bad9008a89 DETECTOR: Modify getFileProperties to cache md5 results 2021-05-14 22:35:23 +02:00
a/
45aa165b80 Modify getFileProperties to cache md5 results 2021-05-14 22:35:23 +02:00
Eugene Sandulenko
faefa38c66
TESTBED: Fix GUI for HiDPI 2021-05-14 20:01:09 +02:00
Eugene Sandulenko
7ee172b47f
SLUDGE: Fixing backdrop transparency. Now parallax works as expected 2021-05-14 18:49:02 +02:00
lolbot-iichan
2367dd8f98
TESTBED: Add another PixelFormat test (#3009)
* TESTBED: Add another PixelFormat test

I have noticed that Wintermute and FullPipe games are not working on PSP
port (and it looks like they never worked). This was caused by missing
ABGR8888@4 support on the backend, while some engines explicitly
requested this Pixel Format.

I have decided to add a test so that all the backends could be easily
checked for similar issues.

Surprisingly, "backends/graphics/null/null-graphics.h" holds up-to-date,
full and correct list of pixel formats requested by different engines.
There are lots of different Pixel Formats mentioned in different engines
code, but NullGraphicsManager lists all that are explicitly needed for
intGraphics(), not data reading, etc...

* TESTBED: Avoid using NullGraphicsManager at PixelFormat test

Avoid using NullGraphicsManager at PixelFormat test + other minor tweaks
2021-05-14 12:31:57 +03:00