354 Commits

Author SHA1 Message Date
Coen Rampen
570482a075 TOON: Remove English demo unstable flag 2021-09-13 20:59:17 +02:00
Coen Rampen
c786c75695 TOON: Implement sparkles on English demo options screen
This adds the random sparkle animation on the options screen of the English
demo.
2021-09-13 20:59:16 +02:00
Coen Rampen
389fe44dda TOON: Implement English demo font rendering
The English demo uses a different font format than the other versions of the
game. This implements text rendering using this format.
2021-09-13 20:59:16 +02:00
Coen Rampen
f2185bfb35 TOON: Fix English demo options menu
The options menu of the English demo has less animations and no sound effects.
2021-09-13 20:59:16 +02:00
Coen Rampen
aff1e60597 TOON: Fix English demo invalid additional Rif data
In the English demo a location (Wacme interior) has invalid additional Rif data
which causes an overflow of the Hotspots _items array. Disabling loading of the
data fixes this issue; the data does not seem to be necessary (the location
works fine without it).
2021-09-13 20:59:16 +02:00
Coen Rampen
01daf7d22b TOON: Fix English demo inventory
In the English demo you start with less items than the German demo.
2021-09-13 20:59:16 +02:00
Coen Rampen
8ac072c265 TOON: Fix array out of bounds access in killAmbientSFX
The channel on the data of an ambient SFX is set to -1 when it is removed, but
this was not checked in killAmbientSFX, causing an access to
_channels[0xFFFFFFFF]. Fixed this by adding the missing check.
2021-09-13 20:59:16 +02:00
Coen Rampen
aff2f12440 TOON: Fix English demo Drew walking animation
The English demo has 3 frames for Drew's standing "animations" instead of 2.
2021-09-13 20:59:16 +02:00
Coen Rampen
7dd628083a TOON: Fix English demo Flux idle anmiations
The English demo only has part of Flux' idle animations; the others are blank
or do not exist (crashing the game).
2021-09-13 20:59:16 +02:00
Coen Rampen
8a17747ea3 TOON: Add English demo character animation table
The English demo uses a different character animation table than the other
versions of the game.
2021-09-13 20:59:16 +02:00
Coen Rampen
0bf7c87361 TOON: Restore demo flag for English demo 2021-09-05 23:16:52 +02:00
Coen Rampen
e92cd24d82 TOON: Added some comments on demo differences 2021-09-02 22:17:18 +02:00
Coen Rampen
0905638e4a TOON: Mark English demo as unstable
There seem to be some differences in the data structures between the English
demo and the other versions of the game, which causes ScummVM to reference
invalid animations, hotspots and fonts. Marked it as unstable for now.
2021-09-02 22:17:18 +02:00
Coen Rampen
9e4ddd10c1 TOON: Add "Demo" to demo version descriptions 2021-08-30 22:33:05 +02:00
Coen Rampen
4425437ad2 TOON: Skip main menu for demo
The demo version of the game does not have a main menu; it immediately starts a
new game.
2021-08-30 22:33:05 +02:00
Coen Rampen
78b66ad14f TOON: Make Virgin logo movie optional for demo
Not all demo versions seem to include the Virgin logo movie, so skip playing it
if it does not exist.
2021-08-30 22:33:04 +02:00
Max Horn
2f1f8f502e DEVTOOLS: move credits from devtools/credits.pl to engines
This employs a "lazy" approach: the "format" for the credits stays
exactly as it was, i.e., perl code. Of course one may want to change
this to another format (e.g. YAML, JSON, XML; or also shell script or
AWK, like `configure.engine` uses). But I deliberately kept it simple,
to get a minimal change that is easy to verify. Any further changes to
e.g. the format can be layered atop this.
2021-08-05 00:01:46 +02:00
sluicebox
8e1d90f8e4 ALL: Remove clearAllDebugChannels() from Engine dtors 2021-06-14 12:42:38 -05:00
ysj1173886760
7af3a3f84c ENGINES: introduce ADDectedGameExtraInfo to ADGameDetector, add extra info as parameter for fallback detect. 2021-06-13 14:15:45 +02:00
ysj1173886760
b50b2251a4 TOON: move debug channels to metaEngineDetection 2021-05-22 01:34:57 +02:00
Eugene Sandulenko
5e7fe2dc57
JANITORIAL: Replace spaces in indentation with tabs 2021-04-15 21:20:36 +02:00
Eugene Sandulenko
4c06cbcf90 TOON: Fix flag setting in sys_Cmd_Play_Flux_Anim() 2021-03-28 03:34:27 +02:00
Eugene Sandulenko
4b24dce35f TOON: Implement sys_Cmd_Play_Flux_Anim()
This should fix #6867
2021-03-27 22:30:31 +01:00
Cameron Cawley
4ced49acd4 ENGINES: Changed AdvancedMetaEngine::createInstance to return a Common::Error 2020-12-04 20:57:14 +00:00
Eugene Sandulenko
7ff34bc9ec PLUGINS: MetaEngineStatic -> MetaEngineDetection 2020-10-11 23:14:39 +02:00
Eugene Sandulenko
7ea6781043 PLUGINS: PLUGIN_TYPE_METAENGINE -> PLUGIN_TYPE_ENGINE_DETECTION 2020-10-11 23:12:32 +02:00
aryanrawlani28
d26bbe521c ENGINES: ALL: Finish renaming ME & AME classes
- ME -> MetaEngineStatic (static parts)
- MEC -> MetaEngine (dynamic parts)
2020-10-03 14:56:36 +02:00
aryanrawlani28
29ceb07959 ENGINES: ALL: Revert detection submodule to be directly present in the engine directory
- DETECT_OBJS are present and added inside an engine's modules.mk file.
2020-10-03 14:56:36 +02:00
aryanrawlani28
8189a05316 ENGINES: ALL: Adapt to changes for new plugins by defining a new detection module
For each engine:
- Make a new folder detection
- Move detection-related files inside the folder
- Add a new module "enginename/detection"
- Add DETECT_OBJS here
- Adjust the normal engine module to remove detect_objs
- Adjust every file for the new changes.
2020-10-03 14:56:36 +02:00
aryanrawlani28
cf5581f27f TOON: Split detection features & adapt to new plugins. 2020-10-03 14:56:36 +02:00
Bastien Bouclet
0f2c6cd9ea ENGINES: Change mac resource fork file detection to use the file cache
Common::MacResMan is now able to open files from a specified
Common::Archive. This is a bit hacky as dynamic_cast is used to break
the Archive encapsulation to retreive the underlying FSNode. It should
however be more correct than the previous code that assumed files were
at the root of the currently running game's path.

AdvancedDetector constructs a Common::Archive from its FileMap based
filesystem cache and uses it to detect the mac resource fork files.

This cuts the time it takes to run the detection code with all the
engines enabled as dynamic plugins on the 3DS to 30 s from 280 s.
2020-09-20 16:33:45 +02:00
aryanrawlani28
1612b6845a ENGINES: GUI: U32: Improve translation message usage 2020-08-30 14:43:41 +02:00
aryanrawlani28
4b6976c558 GUI: U32: Reduce number of files changed and fixes
Up until last commit, everything was working fine but the amount of files changed was too large. This commit tries to reduce the changes.

- Add a fake constructor to Keymap, text-to-speech, setDescription (save-state)
- Redirecting functions for PopUpWidget::appendEntry, ButtonWidget::setLabel, GUIErrorMessage
- Use the above functions and constructors to reduce changes in Engines
- Fix warnings being in unicode. Only output english text in - Warnings, Errors, etc.
- Mark some strings as "translation" strings. (Not yet added to POTFILES)
- Remove some CP related things from po/modules.mk
- Previously used some Common::convertToU32 where it was not necessary, replace this with u32constructor
2020-08-30 14:43:41 +02:00
aryanrawlani28
e22b32abfe GUI: U32: Use Common::U32String::format where necessary and GUIError to u32
- Where necessary as in, where translated messages are used.
- GUIErrorMessage now takes in U32String
- error messages across some engines use U32Strings. they are changed because they show a message dialog.
2020-08-30 14:43:41 +02:00
aryanrawlani28
bed05ea134 GUI: U32: Fix compilation errors across entire project
After the initial changes just to scummvm/gui for u32, this commit includes the whole project

- Widget creations now always have u32 descriptions, labels, or tooltips
- Message dialogs make use of default arguments instead of providing the same argument explicitly
- encode String::format properly before passing on as argument where necessary
- Modify hugo utils (yesNoBox and notify box) to use u32
- Also provide fake constructors for the above which redirect to the u32 constructor
- Convert all keymap descriptions to u32 across all engines
- showConfirmationDialog in mohawk now uses u32
- showScummVMDialog also uses u32
- Scumm engine has dialogs now which use u32
- General fixes and wrapping convertToU32String for setLabels and related functions
- Add a fake constructor to MesssageDialog which redirects to the u32 constructor
2020-08-30 14:43:41 +02:00
mataniko
581a6ec7d6 JANITORIAL: Rename kSupportsRTL to kSupportsReturnToLauncher 2020-05-12 10:36:38 +02:00
Thanasis Antoniou
573c10f0c8 TOON: Prevent segmentation fault if PAK file is missing
Could be related to ticket #11319

https://bugs.scummvm.org/ticket/11319
2020-02-28 10:57:53 +02:00
Paul Gilbert
a00e44ba6c ENGINES: Merge saveGameState virtual methods into a single one 2020-02-16 15:44:28 -08:00
Paul Gilbert
ed71bef83b TOON: Refactor to use Engine debugger 2020-02-16 13:07:19 +02:00
Bastien Bouclet
319758e7ea TOON: Add override keywords 2020-02-09 12:43:16 +01:00
Eugene Sandulenko
44ad78be98 TOON: Added override keywords 2020-01-31 14:32:28 +01:00
BLooperZ
47462e9810 TOON: formatting 2019-11-18 02:02:14 +01:00
BLooperZ
32b9b7226c TOON: plaintext format for subtitles 2019-11-18 02:02:14 +01:00
BLooperZ
e87e18052c TOON: fix types + remove unused import 2019-11-18 02:02:14 +01:00
BLooperZ
a2a4278c0f TOON: support SUBTITLES.PAK 2019-11-18 02:02:14 +01:00
BLooperZ
a81b47633e TOON: comment out non-warning 2019-11-18 02:02:14 +01:00
BLooperZ
656246d50d TOON: typedef not needed 2019-11-18 02:02:14 +01:00
BLooperZ
2a21ef0bb6 TOON: order imports 2019-11-18 02:02:14 +01:00
BLooperZ
d08027ae1f TOON: simplify method to pick subtitles color 2019-11-18 02:02:14 +01:00
BLooperZ
ff039617bb TOON: formatting 2019-11-18 02:02:14 +01:00