different voice files, presumably one for each section of the game plus one
for shared voices. The getContext() function takes an optional second
parameter to indicate which of the resource files is requested.
svn-id: r18575
separate entries for the original Windows CD and the first Wyrmkeep
version. The latter has the "patch" files, which include the standalone
MIDI files.
However, since the data files are otherwise indistinguishable, we also need
to be able to detect multiple versions and let the user to the
disambiguation. I've added that functionality in the simplest way I could
think of, in case we want to revert it later.
svn-id: r18565
terminate them with Esc.) This is so that, for instance, if you type a
savegame name you can press Enter, rather than clicking on the "Save"
button.
I don't know if the original did this as well, but it feels natural to me.
svn-id: r18537
* Moved KeyConfigDialog, key from WinCE to gui
* Updated wince code to inherit and use new GUI::Keys and launch new dialog
* New definition SMALL_SCREEN_DEVICE when keysdialog should be inittialized from options.cpp
* Added new function to SDL\Events that handles key remapping. LINUPY & QTOPIA remapping moved to that function. SymbianOs.cpp overrides this function to enable key remapping to events
* Compiled VC6++ project. This with warnings and errors, but NOT in the changed code. (SAGA,KYRA)
* Compiled using WCE tools 3 for X86 target and running Scummvm in emulator to test
* Compiled with UIQ target. The rest Symbian platforms might require further configuration to operate properly
* Actor.h in Saga now compiles for default VC6 setting.
* Aspect.cpp does not compile in VC6/WCE due to template problems with the kFastAndNiceAspectMode setting.
* Changed order of creation of gamedetector and mainsystem in Main.cpp
* If anything does not compile, or is totally out of order, please revert changes.
svn-id: r18498
- Fixed scenes glitch when loading saved game. This is done by closing
load window right after game is loaded which differs from original but
seems more logical to me
- Fixed wrong palette when Dragon maze was loaded from a savegame. We just
didn't process Palette resource for it.
svn-id: r18494
allow interaction with actors and objects inside this same area. Other hit
zones may - indeed must - still exist outside the inset, and they are not
affected by this patch.
This fixes some glitches at the glass makers's house in ITE.
svn-id: r18493