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.
- Move detection code used by createInstance & MetaEngine to a common header - detection_internal.h
- Move steam-related method & table to detection_steam.h
- More info in comments.
- Also, we remove the static keyword so other TU's can use the functions defined.
- This change has a catch.
- Because creating an instance depends on game detection code from detection.cpp, we cannot exclude it from Scumm.
- For Statically linked Scumm, we can simply exclude these detection files, because they're already being built.
- For dynamically linked Scumm, we can add it to our executable.
- Thus, for dynamically linked Scumm, one catch is that we have duplicated code (detection.o in our executable, as well as scumm.dll), but that shouldn't be a big problem considering the advantage it gives us: Detection without a plugin loading.
- MetaEngineConnect requires these at compile time.
- In order to avoid including everything from detect_tables, we just move the one thing we need into header, and include that in metaengine.cpp
- Also include it in detection_tables.h to restore orignal functionality.
- Common: add wordWrap function to ustr.cpp
- Bladerunner: Explicitly state we have a U32String in subs (same as Subtitles::loadOuttakeSubsText)
- Don't use translations for engine specific "put strings", because they might not support.
- SCI: Use const references for showScummVMDialog
- SCUMM:
-- Don't use translation in md5 warning. left comments with the translated version.
-- Remove some redundant headers in help.cpp
-- Don't use translation in handleSaveload when printing to console
-- Also, display success transaction correctly via u32::format
- TESTBED: Use fake constructor when setting label of button
- SKY: Correctly use translation when using SaveStateDescription
- ULTIMA: Don't use translations when display_string
- ENGINES:
-- GenerateUnknownGameReport correctly, with proper translations.
-- There was an error, where a function had been declared twice, in a header file. Correct this.
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
- Xeen's GUIError now takes in U32String
- Scumm's ValueDisplayDialog takes in U32
- Mohawk's InfoDialog & PauseDialog takes in U32
- Mohawk - in riven.cpp, Some assignment fixes
- Backends -in sdl.cpp, Remove incorrect conversion from iso8859 when setting text in clipboard
- Graphics - Add u32 strings instead of decoding each piece in format
- Revert accidentally put translations in mt32.cpp
- Use U32::format in some places earlier missed
- Add %u and %i for u32::format
- Add support for GUIErrorMsgFormat to use u32::format internally
- Use the above whereever needed
- Improve linux tts by removing redundant code
- Some places I had changed nullptr -> "". Revert this
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
The flashlight in MM NES does not have rounded corners, and due to
palette limitations does not render the lit areas in color.
This commit also adjusts the palette for sprites in dark rooms to match
a real NES.
NES games have a 48 color and 6 gray palette, but this does not include
how the colors are mapped to the screen which will vary by system / TV
display. Each NES Emulator has used slightly different values.
These values are submitted as a better mapping for the flesh tones in
Maniac Mansion by the user "LaurentLaSalle" from a forum post.
The autosave code looks more complicated for the Scumm engine, and
since it's already present and working, it's simpler just to disable
the autosave code in the base engine for just this engine, letting
it keep taking care of it