Ben Castricum
e95c2cc3ff
ALL: save file => saved game
2016-11-29 21:10:59 +01:00
Ben Castricum
b041618a42
ALL: Remove comma before the word 'instead'
2016-11-29 20:22:19 +01:00
rootfather
89168bb000
ZVISION: Enable translation for some more strings
2016-11-26 16:14:28 +01:00
Eugene Sandulenko
dead4aa014
JANITORIAL: Remove trailing spaces
2016-10-09 14:59:58 +02:00
Eugene Sandulenko
fab199d37e
JANITORIAL: Make GPL headers uniform
2016-09-03 12:46:38 +02:00
Alexander Tkachev
b665fc933d
ALL: Make simpleSaveNames() a MetaEngineFeature
...
Added it into hasFeature() of all engines which returned `true` in
simpleSaveNames() before.
As mentioned in #788 , SCI is not always using simple names, so it
doesn't have such feature now.
2016-08-24 16:07:55 +06:00
Alexander Tkachev
ab1d160ec8
ALL: Add MetaEngine::simpleSaveNames()
...
Engines with "simple" savenames would support "Run in background" in
save/load dialog and gradual save slots unlocking. Other engines
save/load feature would be locked until save sync is over.
2016-08-24 16:07:55 +06:00
Ori Avtalion
3564032330
JANITORIAL: Reduce audio header dependencies
2016-04-14 16:10:21 +03:00
Johannes Schickel
0b6befdcc5
ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.
...
_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
2016-03-08 19:01:13 +01:00
Eugene Sandulenko
23d74fddb4
CONFIGURE: Introduced new engine dependency: highres
...
Some backends like GCW0 do no support graphics >320x240 due to
the hardware limitation (downscaling is possible but it will ruin
the pixel hunting which is often part of the gameplay).
Instead of manually updating the list of engines, we now introduce
a new dependency.
I marked all relevant engines, but some, like tinsel, require more
work with putting their relevant high-res games under USE_HIGHRES
define.
2016-03-05 14:25:56 +01:00
Johannes Schickel
7b9b1b2f3a
ZVISION: Remove gap handling from removeSaveState.
...
This removes the annoying behavior that removing a save state causes your
physical files to be renamed.
As discussed with RichieSams and wjp.
2016-02-25 21:49:43 +01:00
Johannes Schickel
d38a22011e
ZVISION: Let listSaves return list sorted on slot numbers.
2016-02-25 21:39:45 +01:00
Johannes Schickel
224a634d7e
ZVISION: Only request actual save slots in listSaves.
2016-01-26 16:35:30 +01:00
Johannes Schickel
045717ca2c
ZVISION: Use tabs for indentation in detection.cpp.
2015-12-28 00:18:30 +01:00
Johannes Schickel
bc82ff9216
ZVISION: Remove superflous default value registration for extra GUI options.
2015-12-28 00:14:11 +01:00
Bastien Bouclet
68be74e0a3
ZVISION: Use the cell size mode when loading TrueType fonts
2015-12-21 18:41:14 +01:00
Bastien Bouclet
2d86f6da9c
GRAPHICS: Introduce a size mode for TrueType fonts
...
Allows to match Windows font size selection by converting font heights
to point sizes using the TrueType tables.
2015-12-21 18:41:14 +01:00
Filippos Karapetis
2dc27b57a6
ZVISION: Properly handle monophonic videos in the demo version of ZGI
2015-09-09 17:23:23 +03:00
Pawel Kolodziejski
b046479cab
I18N: Add missing files in list of files to parse. Regenerate translation files.
2015-09-06 15:21:13 +02:00
Matthew Hoops
561d1a1d62
VIDEO: Switch to all packetized streams for AVI
...
ZVision does not currently, but that's OK
2015-08-30 21:01:39 -04:00
Matthew Hoops
de2f4e6982
VIDEO: Add support for MP3 in AVI
2015-08-30 19:53:53 -04:00
Matthew Hoops
ba4469da6a
ZVISION: Cleanup the AVI decoder subclass
2015-08-30 19:53:53 -04:00
Max Horn
856475067a
MISC: Remove some unused private member variables
2015-07-19 17:13:18 +02:00
Willem Jan Palenstijn
b9ecc55462
ZVISION: Fix build
2015-07-08 00:16:06 +02:00
David Russo
e323853598
ZVISION: Reorganize detection data
...
Migrated static detection data to detection_tables.h
and removed the need for detection.h includes. Also
edited game option descriptions.
2015-07-07 15:24:26 +01:00
David Russo
fdc4edfa99
ZVISION: Correct code style
2015-07-07 15:24:25 +01:00
David Russo
fd8ac7ea79
ZVISION: Change mentions of ZVision to Z-Vision
...
To match official documentation (e.g. game manual, credits).
2015-07-07 15:24:25 +01:00
David Russo
0c09973a70
ZVISION: Correct function documentation
2015-07-07 15:24:23 +01:00
Matthew Hoops
ddf170de4a
ZVISION: Silence gcc warnings
2015-04-11 16:12:47 -04:00
Torbjörn Andersson
ec16861ec9
ZVISION: Silence Cppcheck warning
2015-03-22 08:14:18 +01:00
Torbjörn Andersson
53cd90b32c
ZVISION: Fix GCC signed/unsigned warning
2015-03-05 07:28:40 +01:00
Filippos Karapetis
b45e706012
ZVISION: Fix script bug #6803 (tuning fork box state)
2015-02-17 01:49:59 +02:00
Filippos Karapetis
f04ef8b728
ZVISION: Fix script bug #6793 in Zork Nemesis
2015-02-16 12:11:50 +02:00
RichieSams
52adf5135b
ZVISION: Check for point and style changes when early breaking from a font change
2015-02-14 12:06:30 -06:00
Filippos Karapetis
53a2c30cb0
ZVISION: Fix script bug #6791 (max value of delay_render)
...
This fixes the delay outside the Frobozz Electric building.
In all other places, delay_render is called with a value
ranging from 1 to 10, so the 100 here looks to be a script
bug, and causes an unnecessary long pause in that scene.
Thus, we're capping the frame delay value to 10.
2015-02-14 15:27:01 +02:00
Filippos Karapetis
9ce285a11e
ZVISION: Also reference the script manager in ResultAction members
2015-02-14 15:08:28 +02:00
Filippos Karapetis
60c06b84b6
ZVISION: Fix script bug #6794 - "ZVISION: Yoruk's coffin instant death"
...
Fixes an edge case where the player goes to the dark room with the grue
without holding a torch, and then quickly runs away before the grue's
sound effect finishes. Many thanks to eriktorbjorn for the original
workaround
2015-02-14 15:08:28 +02:00
Filippos Karapetis
14914b2a31
ZVISION: Add custom equality operators for game location
...
This makes the location checks more readable
2015-02-14 15:08:28 +02:00
RichieSams
2d2cfbe005
ZVISION: Create temporary subtitle surfaces on the stack rather than the heap
2015-02-11 15:13:20 -06:00
RichieSams
8ecc5e52c5
ZVISION: Handle question text rendering manually, rather than forcing an entire screen refresh
2015-02-11 15:13:20 -06:00
RichieSams
cff81cd70c
ZVISION: Remove forced render to screen
...
timedMessage() is always called from the scripting system. Which is updated before the rendering system.
Therefore, the message will already be rendered this frame, when the renderingManager->update() is called.
2015-02-11 15:13:19 -06:00
RichieSams
a851fa8e1a
ZVISION: Refactor text rendering code in order to fix word wrapping
...
and clarify the logic. Fixes bug #6801
2015-02-11 15:13:19 -06:00
Torbjörn Andersson
cbbd1a9219
ZVISION: Set safe control state value after animation finishes
...
If we set it before the animation starts, the final turn of the
wheel won't be animated, because the puzzle will already be solved.
2015-02-08 15:47:20 +01:00
Torbjörn Andersson
8725f2cff2
ZVISION: Limit input text to the width of the input control
...
This is to prevent the player from entering ridiculously long
savegame descriptions.
2015-02-08 13:56:01 +01:00
Torbjörn Andersson
b7b4e9cc58
ZVISION: Draw transparent text in original save dialog
...
Before this change, text was drawn in black boxes in Zork Nemesis,
so while this does make it look better (and more like the original)
this may actually make the text slightly harder to read. The
original dialogs allowed only upper-case letters, but I think that
it's better to leave that to the player.
2015-02-08 10:13:18 +01:00
Filippos Karapetis
6c07f918c6
ZVISION: Fix for script bug #6783 (no sound in the ZNem fist puzzle)
...
This is a bug in the original game script of the Zork Nemesis fist
puzzle, which we now patch so that the sound checks are correct for the
left fist animation
2015-02-03 12:31:58 +02:00
Filippos Karapetis
1adcb23d71
ZVISION: Fix bug #6784 (wrong scaling in the fist control)
2015-02-03 04:16:02 +02:00
Torbjörn Andersson
bc2c1c6a3c
ZVISION: Remove \n from debug message
2015-02-02 01:11:53 +01:00
Torbjörn Andersson
76eadc75e2
ZVISION: Add detection for Italian Zork Nemeis (bug #6786 )
2015-01-31 19:43:57 +01:00
Marisa-Chan
f46af2eded
ZVISION: Fix bug #6787 init lzss window by same values as in original game
2015-01-28 09:26:45 +06:00