73581 Commits

Author SHA1 Message Date
Colin Snover
bb0d5e00d0 SCI32: Handle remap data outside the game's remap range 2016-07-27 08:49:33 -05:00
Eugene Sandulenko
e19922d181 FULLPIPE: Few fixes to the pathfinding code 2016-07-26 19:50:47 +03:00
Bastien Bouclet
a6efdf6422 SDL: Disable keycode remapping when building for WinCE
WinCE does not have MapVirtualKey.
2016-07-25 23:09:32 +02:00
Eugene Sandulenko
6cb9429b12 FULLPIPE: Added temp trace output 2016-07-25 23:24:42 +03:00
Eugene Sandulenko
14757b1d17 FULLPIPE: Fix in MGM::recalcOffsets corner case check 2016-07-25 23:24:42 +03:00
Eugene Sandulenko
699d97b2de FULLPIPE: Fix subItems addressing in MGM 2016-07-25 23:24:42 +03:00
Eugene Sandulenko
9eb2c7362c FULLPIPE: Fix MGM array allocation 2016-07-25 23:24:42 +03:00
Eugene Sandulenko
81446fdc53 FULLPIPE: Streamlined double binary numbers loading 2016-07-25 23:24:42 +03:00
Eugene Sandulenko
7b7b1cf0d6 VIDEO: Hid verbose debug output deeper 2016-07-25 23:24:42 +03:00
Filippos Karapetis
c11cf08745 Merge pull request #782 from bgK/sdl-win32-keycode
SDL: Fix Windows SDL1 keycodes to use the active keyboard layout
2016-07-25 23:06:10 +03:00
Martin Kiewitz
d0b7907f83 Merge pull request #789 from OmerMor/hoyle5
Add detection to the Hoyle 5 family of games
2016-07-25 21:46:36 +02:00
Omer Mor
7c19e26610 SCI: Add detection to the Hoyle 5 family of games
Added games are:
  Hoyle Classic Games
  Hoyle Bridge
  Hoyle Children's Collection
  Hoyle Solitaire (CD and Hard Drive versions)

Additionaly, kGetConfig was modified to support two settings used by
these games: "laptop" and "jumpto".
2016-07-25 22:44:11 +03:00
Bastien Bouclet
914996b5a6 SDL: Fix Windows SDL1 keycodes to use the active keyboard layout 2016-07-25 13:10:51 +02:00
Eugene Sandulenko
53c0d28dd8 FULLPIPE: Renames in MovGraph class 2016-07-25 00:11:04 +03:00
Eugene Sandulenko
27d29090d8 FULLPIPE: Clarified MovGraph::calcDistance() implementation 2016-07-24 23:59:59 +03:00
Eugene Sandulenko
6f8075833f WINTERMUTE: Another fix for c++11 compilation 2016-07-24 23:15:44 +03:00
Eugene Sandulenko
04c0b7360c WINTERMUTE: Fix compilation 2016-07-24 23:09:43 +03:00
Eugene Sandulenko
5f6c79db03 Merge pull request #687 from tobiatesan/wme_debugger_rewrite
WME: Debugger for WME, 2016 rewrite
2016-07-24 23:03:19 +03:00
Thierry Crozat
bed2141369 I18N: Update Hungarian translation (patch #1652) 2016-07-24 20:56:20 +01:00
Colin Snover
32531ac16a SCI32: Fix Video32 breaking when quitting during video playback 2016-07-24 12:07:04 -05:00
Colin Snover
1c228c488e SCI32: Fix bad VMD palettes in GK2 2016-07-24 11:36:48 -05:00
Colin Snover
a6370aa688 SCI: Fix memory leaks in ResourceManager 2016-07-24 11:36:48 -05:00
Colin Snover
65ca749f0a SCI32: Improve behaviour of screen transitions
1. Use the same throttling speed as normal frameouts. The
   old throttling speed seemed a bit too slow.
2. Exit the event loop immediately if the engine is supposed to
   quit, instead of forcing the user to wait until the transition
   has finished before quitting.
2016-07-24 11:36:48 -05:00
Colin Snover
b141ececdd SCI32: Fix KQ7 uninitialized read 2016-07-24 11:36:48 -05:00
Bastien Bouclet
15cc188abe CREATE_PROJECT: Fix MSVC compilation
Fixes #7173.
2016-07-24 14:18:10 +02:00
Bastien Bouclet
b51589e993 MOHAWK: Make sure the cursor is visible after loading in Myst
Fixes #7164.
2016-07-24 14:17:45 +02:00
Eugene Sandulenko
afcf31f194 CREATE_PROJECT: Fix MSVC project files 2016-07-24 06:43:04 +03:00
Eugene Sandulenko
11a7598aa8 CREATE_PROJECT: Hopewfully fix MSVC compilation 2016-07-24 06:31:11 +03:00
Eugene Sandulenko
2e4dd165e9 FULLPIPE: Renames in MovGraph 2016-07-23 01:01:20 +03:00
Eugene Sandulenko
f68ef3ce28 FULLPIPE: Renames in Behavior code 2016-07-22 22:33:34 +03:00
Eugene Sandulenko
499e5ab3ea GUI: Fix regression in multicolumn PopUp widget 2016-07-22 14:36:00 +03:00
Lothar Serra Mari
df009e9e59 NEWS: Mention BASS fixes for the Officer Blunt bug 2016-07-22 07:20:40 +02:00
lavosspawn
4d94bdc064 Verified the sky.cpt file that digitall provided in https://sourceforge.net/p/scummvm/bugs/2687/
The contained data corresponds to Revolution's original assembly sources, scummvm's initial file contained one incorrect reference.
This will stop Officer Blunt from swimming in the lake without any further sideeffects.
2016-07-21 19:24:31 +02:00
lavosspawn
e40b4850f7 Modified compact implementation to work around bug
https://sourceforge.net/p/scummvm/bugs/2687/
when playing Beneath a Steel Sky with our (slightly broken) sky.cpt
2016-07-21 19:14:46 +02:00
lavosspawn
7874f517f7 Fix for bug #2687: BASS: Officer blunt wrong animation
This is the corresponding source change to create a fixed sky.cpt binary. The binary is exactly the same as the manually patched one attached to the bug ticket.
In order to fix the bug while beint least invasive, I suggest replacing the binaries (the one from the ticket should be the new, official binary) and we will put a workaround in the code anyways to deal correctly with potentially outdated binaries floating around the web and linux distributions.

The error was initially introduced with the long term conversion of Revolution's assembly sources to C++ sources, then to textual resource data and then a precompiled binary.
2016-07-21 16:37:29 +02:00
Lothar Serra Mari
5f769b43d6 NEWS: Mention GOB1EGA fixes by DrMcCoy 2016-07-21 07:40:20 +02:00
Paul Gilbert
d8fec87200 MADS: Fix incorrect indentation 2016-07-20 19:34:24 -04:00
Eugene Sandulenko
9d2a35710a JANITORIAL: Indentation fixes 2016-07-20 23:18:05 +03:00
Eugene Sandulenko
a2e4157114 JANITORIAL: Fix indentation 2016-07-20 23:11:08 +03:00
Sven Hesse
aca13f7ba9 GOB: Work around broken resource sizes in Gobliiins EGA
The EGA version of Gobliiins, similar to Little Red Riding Hood,
claims a few resources are larger than they actually are. The original
happily reads past the resource structure, but we'll instead fix
the size of the resource after loading.

This fixes bug #7162.
2016-07-20 21:59:22 +02:00
Eugene Sandulenko
46aadaa0e0 FULLPIPE: Some renames in MovGraphLink 2016-07-20 22:56:28 +03:00
Thierry Crozat
abb33e5362 DRASCULA: Fix slight delay when interrupting intro animation
The delay occurred when trying to interrupt the animation while at
the start of the first scene with Igor. After the interruption (skipping
the intro, return to launcher or quitting ScummVM) it would continue
to play the animation for a bit longer than necessary.
2016-07-20 20:18:40 +01:00
Thierry Crozat
8380023c51 CREDITS: Add myself as developer for the drascula engine
I forgot to do it when I rewrote big chunks of the engine code three
months ago.
2016-07-20 19:12:45 +01:00
Sven Hesse
8546ecab04 AGOS: Fix wrongly indented debugC() statement
GCC 6's -Wmisleading-indentation warns about the debugC() statement
being wrongly indented, as if belonging into the else's branch, which
it clearly doesn't.
2016-07-20 18:39:42 +02:00
Lothar Serra Mari
7bc91d48a1 NEWS: Add MM V0 improvements by segrax 2016-07-20 11:31:08 +02:00
Eugene Sandulenko
52abd69551 SCUMM: Use more portable rounding function 2016-07-19 16:22:59 +03:00
Eugene Sandulenko
8af6a0ddd2 Merge pull request #785 from segrax/master
SCUMM: Maniac V0: Walkbox / Timing improvements
2016-07-19 14:22:17 +03:00
Robert Crossfield
67071b42bc SCUMM: Maniac V0: Implement 'simulator' for CPU lag (as the original engine occasionally ran at less than 60Hz). Fix call to 'getClosestPtOnBox', whcih was being passed X * V12_X_MULTIPLIER and Y * V12_Y_MULTIPLIER, but the box coordinates, where not 2016-07-19 20:39:58 +10:00
Lothar Serra Mari
fdd21f1942 NEWS: Mention the changes introduced since the last NEWS update
I tried to cover most of the things that seem to be interesting
for the end user. I excluded the SCI32 stuff because a) it's not
officially supported and b) I don't have the slightest clue what
most of the changes to the SCI32 engine do. :)

Please excuse if you made a noteworthy contribution I missed
to mention in this NEWS update. It was not on purpose.
2016-07-19 11:38:37 +02:00
Robert Crossfield
44000ba826 SCUMM: Maniac V0: Implement original walkbox queue, Cleanup actor walk code 2016-07-19 18:54:14 +10:00