Johannes Schickel
daa8d57a86
ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf.
2014-05-27 02:04:07 +02:00
D G Turner
f0a0537095
NEVERHOOD: Fix memory leak from static data loading.
...
This is occurring due to duplicate entry ids, which should probably not
be present.
2014-05-05 11:29:41 +01:00
Torbjörn Andersson
b565d0bf24
NEVERHOOD: Fix memory leak in BaseSurface
...
I hope this will help the memory leak reported as part of bug #6513
but my computer isn't quite up to the task of doing any extensive
Valgrind testing.
2014-05-05 07:20:49 +02:00
Torbjörn Andersson
9f4c221a22
NEVERHOOD: Fixed off-by-one error in getTextIndex3()
...
This is the same fix that was applied to getKloggsTextIndex() some
time ago. It restores a missing Willie nonsense letter. While I
haven't actually verified for myself that this letter appears in
the original game, it is referenced in Wikipedia's article about
Absalom.
2014-05-04 22:27:48 +02:00
Torbjörn Andersson
cfa0c839c3
NEVERHOOD: Fixed one of the issues in #6513
...
The getKloggsTextIndex() function would return 40 twice in a row
when wrapping around. This caused one of Willie's nonsense letters
to appear instead, since they're supposed to trigger when
getTextIndex1() returns the same result more than once.
The same bug also appeared (and has been fixed) in getTextIndex3(),
but there it just caused the same nonsense letter to appear twice.
2014-05-04 22:27:47 +02:00
johndoe123
13507d1858
NEVERHOOD: Fix bug #6540 : 'NEVERHOOD: lightswitch graphical glitch'
2014-04-17 23:20:47 +02:00
johndoe123
191b258593
NEVERHOOD: Fix compilation
2014-04-17 23:17:39 +02:00
johndoe123
c0d83b0b29
NEVERHOOD: Fix bug #6520 : 'NEVERHOOD: buggy sound of the waterfall'
2014-04-17 23:02:25 +02:00
Strangerke
1a18d1a50e
NEVERHOOD: Fix some uninitialized variables
2014-03-19 19:45:51 +01:00
Filippos Karapetis
3536271633
NEVERHOOD: Fix an off-by-one error in Klogg's letters
...
This fixes the buggy Willie letter appearing among the ones from Klogg
(bug #6513 )
2014-02-20 12:28:35 +02:00
Johannes Schickel
6563171e7b
NEVERHOOD: Make GPL headers consisten in themselves.
2014-02-18 02:39:36 +01:00
Strangerke
b808d4818e
NEVERHOOD: Janitorial - Remove trailing spaces
2014-02-16 18:37:48 +01:00
johndoe123
a5b617a0a6
NEVERHOOD: Fix for bug #6481 : 'NEVERHOOD: Wrong walk sound in navigation scene'
2014-01-14 19:55:14 +01:00
johndoe123
be55f3277c
NEVERHOOD: Fix for bug #6493 : "NEVERHOOD: Many sounds playback as loud static (Wii)"
2014-01-14 19:53:33 +01:00
johndoe123
592526dc5d
NEVERHOOD: Fix "Klaymen! Up here!" in module 1100, scene 2
2014-01-12 00:33:42 +01:00
Johannes Schickel
a29160939a
NEVERHOOD: Initialize NeverhoodEngine::_console variable to nullptr.
...
This fixes a nasty crash in case neverhood.dat is not present.
2014-01-11 23:39:32 +01:00
Strangerke
24b1ff15ee
NEVERHOOD: Set engine to 'built by default'
2014-01-11 17:21:59 +01:00
johndoe123
4137128cf6
NEVERHOOD: Fix sprite shadows (e.g. when on top in module 1000, scene 1)
2014-01-09 15:33:47 +01:00
johndoe123
4f6c3efa15
Merge branch 'master' of github.com:scummvm/scummvm
2014-01-06 23:19:32 +01:00
johndoe123
67483e591f
NEVERHOOD: Correct fix for bug #6480
...
The car clipping rectangle wasn't set correctly when the car is on the upper level.
2014-01-06 23:17:35 +01:00
Torbjörn Andersson
9754be2d07
NEVERHOOD: Tiny cleanup
2014-01-06 22:29:32 +01:00
Torbjörn Andersson
475ccb24b2
NEVERHOOD: Minor adjustment to original load/delete dialogs
...
This makes space for one additional savegame slot, giving them the
same number of slots as the original save dialog. I can't compare
to the original, but it arguably looks better this way.
2014-01-06 20:02:20 +01:00
Torbjörn Andersson
cd2e204d99
NEVERHOOD: Fix palette fading
...
The palette didn't fade all the way to white when using the
shrinking machine, which caused visible glitches. I've verified
against a YouTube "Let's Play" that in the original it did fade
all the way. Whether or not it did it in this exact way I do not
know, but... close enough.
2014-01-06 19:34:07 +01:00
johndoe123
62246364c3
NEVERHOOD: Fix bug #6480 "NEVERHOOD: Car glitches"
2014-01-06 16:52:17 +01:00
johndoe123
6cfa27c2d5
NEVERHOOD: Fix bug #6478 "NEVERHOOD: No footstep sounds"
2014-01-06 16:11:56 +01:00
Torbjörn Andersson
bb4a6c2899
NEVERHOOD: Add mousewheel support to original save/load dialogs
2014-01-06 14:47:17 +01:00
Torbjörn Andersson
ab17bfb3d6
NEVERHOOD: Use constants for messages in a couple of places
...
Ideally, we should always use constants of course. But I guess we
don't yet have sensible names for all messages.
2014-01-06 14:37:56 +01:00
Filippos Karapetis
784786a26d
NEVERHOOD: Fix bug #6479 - "NEVERHOOD: Radio shows the wrong picture at first"
2014-01-06 08:17:19 +02:00
Filippos Karapetis
6849120a9e
NEVERHOOD: Simplify and document Module2800::createScene()
2014-01-05 18:01:10 +02:00
Torbjörn Andersson
acf63388ef
NEVERHOOD: Stop the background music when showing disk player
...
This is consistent with all other disk players in the game. Only
this one had it starting the music instead. Probably a typo.
2014-01-05 16:20:01 +01:00
Filippos Karapetis
90e3e812be
NEVERHOOD: Stop background sounds during credits (bug #6475 )
2014-01-02 01:54:36 +02:00
Filippos Karapetis
4dc80ffdfe
NEVERHOOD: Fix the mouse cursor in scene 3, module 3000 (after bridge)
...
Color 255 should be white. Right now, this is a scene-specific
workaround to avoid rechecking all scenes just for a glitch that
happens in a specific scene. Many thanks to eriktorbjorn for figuring
out that this is a palette issue, instead of a resource issue
2014-01-01 20:08:44 +02:00
Torbjörn Andersson
ba3172b55f
NEVERHOOD: Fix crash when playing uncompressed sounds
...
This happened to me when (or shortly afterwards; I'm not quite sure)
lighting the fuse on the TNT dummy.
2013-12-28 14:21:48 +01:00
Filippos Karapetis
185c232b60
NEVERHOOD: Fix quitting via the menu (bug #6474 )
2013-12-28 14:52:37 +02:00
Filippos Karapetis
6ed7f1dd4e
NEVERHOOD: Close the game menu when pressing the Escape key
2013-12-28 14:47:35 +02:00
Filippos Karapetis
4ffbae3815
NEVERHOOD: Fix looping sounds (bug #6473 )
...
Based on salty-horse's patch - thanks!
2013-12-28 13:30:33 +02:00
Filippos Karapetis
9c295171b6
NEVERHOOD: Add an option to scale the making of videos to full screen
2013-12-26 16:58:24 +02:00
Filippos Karapetis
da5cdd1c03
NEVERHOOD: Move car to the correct position when entering a new scene
2013-12-25 19:13:04 +02:00
Filippos Karapetis
43c226436c
NEVERHOOD: Change more message values to enums
2013-12-25 19:12:00 +02:00
Filippos Karapetis
962e2fd550
NEVERHOOD: Change more message values to enums
2013-12-25 17:10:42 +02:00
Filippos Karapetis
8d7b10f7c3
NEVERHOOD: Add names to some message IDs
2013-12-23 21:03:35 +02:00
Filippos Karapetis
1dde17b0ee
NEVERHOOD: Allow skipping of the introductory credits with the space key
2013-12-20 02:10:35 +02:00
Filippos Karapetis
7ea0386307
NEVERHOOD: Disable the fanmade Russian Fargus release for now
...
This version has broken resources that corrupt the heap
(e.g. the menu header).
2013-12-20 02:10:34 +02:00
D G Turner
521b1c729c
NEVERHOOD: Add missing getDebugger() for engine API.
2013-12-07 01:26:42 +00:00
Johannes Schickel
0e017f007a
Merge pull request #375 from digitall/engineAutoPlug
...
RFC: Pluggable Engines #2 (No Python, just evolution of current configure shell and make code)
2013-11-26 02:27:11 -08:00
Strangerke
29659ba948
NEVERHOOD: Fix spacing errors
2013-11-24 18:52:47 +01:00
D G Turner
ef85456859
BUILD: Remove need for engine.mk in each engine directory.
...
Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
2013-11-24 00:48:01 +00:00
D G Turner
1ac01d2333
BUILD: Remove need for engine-plugin.h in engines.
...
This is now generated automatically by the configure script from the
engine directory names.
2013-11-24 00:48:01 +00:00
D G Turner
00c27a28f9
BUILD: Split engines/plugins_table header down to a file per engine.
...
This is the third and final commit enabling fully pluggable engines.
Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
2013-11-24 00:48:01 +00:00
D G Turner
d77cf95a18
BUILD: Split engines.mk down to a single file per engine.
...
This is the second part of allowing engines to be added dynamically.
Each folder in engines/ which must contain a file named "engine.mk"
containing the make definitions for that engine.
2013-11-24 00:48:01 +00:00