Commit Graph

123580 Commits

Author SHA1 Message Date
Thierry Crozat
85b4b188ef IOS7: Fix rotating the device while ScummVM is innactive
This fixes bug #7137
2021-09-29 00:23:31 +01:00
Thierry Crozat
15e6e34416 NEWS: Grammatical consistency 2021-09-29 00:08:48 +01:00
Thierry Crozat
5f1e3f07ca IOS7: Fix using arrow keys from physical keyboard on iOS 15
This fixes part of bug #12942.
2021-09-29 00:05:58 +01:00
Thierry Crozat
7def254317 JANITORIAL: Fix indentation in iOS7 backend source code 2021-09-28 23:28:54 +01:00
Eugene Sandulenko
5cc08085ed
SCUMM: Fix detection for Japanese Mac fbpack 2021-09-28 21:41:12 +02:00
Eugene Sandulenko
8958c0041f
SCUMM: Added detection for Japanese Mac fbpack 2021-09-28 21:10:28 +02:00
alxpnv
78cb87bb78 ASYLUM: don't autosave when the player is walking/interacting 2021-09-28 15:27:29 +03:00
alxpnv
dad4565809 ASYLUM: add a simple resource viewer 2021-09-28 15:27:29 +03:00
alxpnv
3c71f32950 ASYLUM: add Insert Disc screen 2021-09-28 15:27:29 +03:00
Paul Gilbert
4226e64ef1 AGS: Added detection entries 2021-09-27 18:57:16 -07:00
Coen Rampen
2661548758 AUDIO: Fix stray ; and some warnings 2021-09-27 23:40:54 +02:00
Coen Rampen
5362b1b302 AUDIO: Add command queue to PC speaker emulator
This adds a command queue to the PC speaker emulator for PWM-style sounds that
need timing of less than a millisecond. The play method only supports
milliseconds and requires real time control, which is difficult to achieve with
microsecond timings.
The new playQueue method allows you to queue up playback instructions with
microsecond timing, which are executed when audio samples need to be generated.
2021-09-27 21:45:40 +02:00
Thierry Crozat
b13b29c61c AGS: Disable loading from the launcher for some games
Kathy Rain and Whispers of a Machine use the ags_sprite_font plugin
and load the fonts in their game_start script. This script is called
when starting a new game, but not when loading a savegame on startup
(for good reasons). As a result when loading a savegame from the
launcher we were missing those fonts and it was using replacement
fonts that do not quite work properly.

This fixes bugs #12945 and #12964.
2021-09-27 19:22:20 +01:00
Eugene Sandulenko
927b9af1c9
BASE: Set debug flags before instantiating an engine 2021-09-26 13:43:23 +02:00
Eugene Sandulenko
085fc616a8
DIRECTOR: Properly set the colorDepth for 32bpp mode 2021-09-26 10:26:02 +02:00
Thunderforge
35c3668275 COMMON: Fixing misspellings "occured" -> "occurred"
Fixing this misspelled word across multiple parts of the codebase.
2021-09-25 21:36:42 +03:00
D G Turner
3f5ac3532f ASYLUM: Fix GCC Compiler Warnings 2021-09-25 19:33:38 +01:00
Paul Gilbert
f73034d55b AGS: Skip videos with unsupported video tracks rather than erroring 2021-09-25 10:28:47 -07:00
Paul Gilbert
ec75ae627a AGS: Implemented fade_interpolate 2021-09-25 09:54:22 -07:00
Thierry Crozat
07ce31ecae AGS: Try to load font with WinFont as a fallback when TTFFont fails
This fixes bug #12948 AGS: Segfault when picking up at police report.
For that bug the font is properly loaded by FreeType, but it is a
non-scalable Windows font whose size does not match the requested
size. The original AGS handles TTF font sizes differently to how we
do it in TTFFont (and also has some hacks on top of that), and it
was easier here to use WinFont that try to tweak TTFont to work
with this case.
2021-09-24 23:43:33 +01:00
Thierry Crozat
3e1c61cdb8 GRAPHICS: Support loading a Windows font from an existing stream 2021-09-24 23:42:18 +01:00
Scott Percival
76d0d4ea33 DIRECTOR: Add stronger warning for unsupported cast members 2021-09-25 02:48:06 +08:00
Scott Percival
fc23e55842 DIRECTOR: LINGO: Fix typo in month name list 2021-09-25 02:42:05 +08:00
Scott Percival
bc017c564a DIRECTOR: LINGO: Implement kTheDoubleClick 2021-09-25 01:13:50 +08:00
alxpnv
f01aa6db73 ASYLUM: fill in the rest of encounterData 2021-09-24 17:38:52 +03:00
alxpnv
e83f2df2d7 ASYLUM: change autosave slot 2021-09-24 15:08:25 +03:00
alxpnv
36dad5e889 ASYLUM: add help for 'scene' command 2021-09-24 11:13:33 +03:00
Paul Gilbert
49dd096325 AGS: Correct some game names 2021-09-23 19:26:54 -07:00
Paul Gilbert
4ee30f24c8 AGS: Added detection entries 2021-09-23 19:17:09 -07:00
athrxx
f3729de274 SCUMM: (SCUMM7/8) - fix minor walking code glitch
(see https://bugs.scummvm.org/ticket/12499#comment:11)

In Actor::startWalkActor() we call adjustXYToBeInBox() twice, first with the dest coords, then again with the resulting coords from the first call. In the example from the bug ticket (clicking on Kenny the lemonade selling pirate) this will adjust the x position from 503 to 501 on the first pass and from 501 to 500 on the second pass.

The original SCUMM 5 and 6 (I checked MI2 and SAM) actually do it exactly like that, so it becomes kind of obvious where our code originates from.

However, for SCUMM 7 and 8 (I checked FT, DIG, COMI) the function has been simplified considerately. It makes the call to adjustXYToBeInBox() only once (and no call to checkXYInBoxBounds() either), so in our COMI example the x position will stay at 501.
2021-09-23 23:07:06 +02:00
Marcus Comstedt
3944d3a3a3 DC: Request disc swap when needed for plugin loading 2021-09-23 23:03:13 +02:00
djsrv
4667ffea96 CREDITS: Update name 2021-09-23 11:48:05 -04:00
Matthew Duggan
62c4cea44b ULTIMA8: Adjust proc loop detection workaround again
The previous workaround value chosen to fix U8 bug #12913 really locked up
Crusader too long (>10 s), so there's no clean solution here that works for
both games it seems.  Revert the threshold back for Crusader games only, and
keep the high threshold for U8.  I hope the next time I touch this line is to
remove it because I work out the root cause of the problem :|
2021-09-23 16:07:06 +09:00
Paul Gilbert
05a41285af AGS: Cleanup of A Tale of Two Kingdoms detections 2021-09-22 20:12:42 -07:00
Thierry Crozat
2435046146 IOS7: Support using Escape key on external keyboards 2021-09-23 00:12:19 +01:00
Matthew Duggan
dbce998d04 ULTIMA8: Put back ARG_NULL8 macro with fix
Removed this macro in dc17170 because it had one usage and was wrong anyway,
but it's nice to avoid the unused variable warning.
2021-09-23 07:41:08 +09:00
Matthew Duggan
ec02b4e7b1 ULTIMA8: Small constness improvements 2021-09-23 07:41:08 +09:00
Thierry Crozat
71728d302a IOS7: Fix calling UI API on a background thread
This is a genealization of commit 0d8b9d272 that only fixed the
issue for some cases. The issue still occured when suspending the
app for example.
2021-09-22 23:26:18 +01:00
alxpnv
8f89a66940 ASYLUM: fix crash on exit 2021-09-22 15:54:50 +03:00
alxpnv
c368834a9e ASYLUM: fix memory leak 2021-09-22 15:54:50 +03:00
alxpnv
4901928d5c ASYLUM: allow loading of savegames from the previous versions of the game 2021-09-22 15:54:50 +03:00
alxpnv
2145019341 ASYLUM: fix signed/unsigned mismatch
Reported by Henke37
2021-09-22 15:54:49 +03:00
Paul Gilbert
e1cb9afb4e AGS: AGSParallax plugin fix, workaround for Stargate Adventures 2021-09-21 21:09:51 -07:00
Paul Gilbert
796740e2e1 AGS: Added detection entries 2021-09-21 18:54:58 -07:00
Paul Gilbert
b63427641d AGS: Moved font's linespacing hack into the game_init
From upstream f8ad7b96b46c33156ee1d6c7c4b64b5029c7b93b
2021-09-21 18:45:18 -07:00
Paul Gilbert
a72e87df63 AGS: Fixed crash in auto outline in case of empty text argument
From upstream e3665a3c073e574d3e4fade869b3c0c3e88508e5
2021-09-21 18:45:18 -07:00
Eugene Sandulenko
e7043b49b5
Revert "MYST3: Add detection for PS2 prototype"
This reverts commit f87eed8b1b.
2021-09-22 01:36:26 +02:00
sluicebox
ecc72dce23 SCI: Don't poll input events from MIDI thread
In March, b67c2d72d6 moved some MIDI
initialization from the main thread to the MIDI thread. This caused
MidiPlayer_Midi::sysEx() to run on the MIDI thread for the first time.
This is a problem because it calls SciEngine:sleep(), which polls
events, and that causes MacOS to throw an exception for calling
SDL_PollEvent() on a non-main thread.

While investigating, it also turns out that MidiPlayer_Midi::sysEx()
and MidiPlayer_Fb01::sysEx() were calling OSystem::updateScreen(),
and that also shouldn't be happening on a non-main thread.

Now SciEngine::sleep() is only called on the main thread, and
OSystem::delayMillis() is called on the MIDI timer thread.
Continuing to call sleep() on the main thread keeps the UI responsive
when loading patches, which can take several seconds.
The OSystem::updateScreen() calls had no effect and have been removed.

Fixes bug #12947
2021-09-21 16:35:46 -05:00
Lothar Serra Mari
1e61dc5ec6 NEWS: Update German NEWS file 2021-09-21 18:10:50 +02:00
Torbjörn Andersson
c18b91759a GROOVIE: Remove fast video mode from 11th Guest
Only the VDX player has a fast mode, and only The 7th Guest uses it. I
believe there's less use for it here, since the 11th Guest movies
already run at a decent frame rate.
2021-09-21 15:57:00 +02:00