getAngle()-code is missing though. Still fixes lsl2early hang on airport (bug #3037036), fixes kq4early unicorn doing moonwalk (kq4late still works as well)
svn-id: r52512
- The exit button now appears and is functional
- The intro movies now play on start up
- Add shortcuts for returning to the menu/playing the intro videos again
- Make the text when hitting a boundary match the original
- Change the wording of the browser button message
- Note: The demo's extras.mhk (not the full game's!) is required now
svn-id: r52509
Starting with r52503 the graphics manager's only initialize their event
observer when initEventObserver is called. It seems like it was an
oversight that this was not done in OSystem_SDL::setGraphicsMode, when a new
graphics manager was initialized.
This should fix window resizing with the OpenGL graphic's manager and mouse
movement.
svn-id: r52506
The MT-32 <-> GM mapping has only been worked on for
SCI0/SCI01 games. Throw a warning when the user
chooses GM in a SCI1 game, and there is no after
market GM support from Sierra for this game
svn-id: r52505
Now the previous aspect ratio modes are handled as GFX modes. The previous
GFX modes were for scaling, but are removed now. A new 4/3 display mode
added. Added Ctrl-Shift-A for backward switching through display modes, and
Ctrl-Alt-<number key> for switching to a specific GFX mode.
Window resizing now is available for all display modes, and will
automatically change the scale factor as well as maintain the aspect ratio
when needed.
svn-id: r52501
Sierra has released a patch adding after market General MIDI support for 8 SCI1
games (LSL1, LSL5, Hoyle 3, SQ1, SQ4, Eco1 floppy, Longbow and Fairy Tales). If
the user has selected the General MIDI music driver in one of these games and
no associated MIDI patch is found, show an informational dialog on game startup
in order to inform the user to download Sierra's MIDI patch, together with some
short instructions.
svn-id: r52500
Add a check on CONFIG.DAT size in order to avoid loading crap into
the _config structure during the initialization of the engine.
The game no longer starts in turbo & mute mode
svn-id: r52493
"bpr" breakpoint on reading of selectors
"bpw" breakpoint of writing of selectors
"bpx" is now breakpoint on executing of selectors only
svn-id: r52490
This fixes some cursors showing up incorrectly if the cursor moved during ie. a video and then the card changes. Also, remove an unneeded rect check in loadHotspots() that's from the ancient times before script size calculation was fixed and some warnings that don't affect gameplay.
svn-id: r52487
It is now possible to trap Gehn in the trap book. Side note: Riven is now completable from the beginning provided you know the D'ni number system already (and the marble puzzle is just hacked to always work).
svn-id: r52482
This is a better solution for the gcc aliasing problem that happens when aliasing a struct onto something else. What happens is that the compiler assumes no aliasing can happen when -O2 and -O3 are activated, and a call to READ_UINT32() followed by WRITE_UINT32() and another READ_UINT32() will be optimized to return the original read value instead of re-reading.
svn-id: r52480
incompatibility with some sierra games. Some games open a new menu, set mouse cursor within that menu and expect the mouse cursor to be in there and will close it, if it's outside. In case of Wiimote/touch interfaces this logic won't work of course. Fixes island of dr. brain and QfG1VGA on Wii and touch-interface platforms
svn-id: r52474
The problem that caused the crash in BS2 had to do with GCC making improper assumptions about our code. Specifically, the alignment trick we use for READ_UINT32/16 allows some targets(e.g. MIPS) to generate better code, but it also goes against ANSI C aliasing rules, which prohibit the sharing of addresses between a struct and another variable value. Using -fno-strict-aliasing tells GCC not to assume strict ANSI C aliasing and also unfortunately prevents it from making some good optimizations.
This change is probably needed for other platforms as well -- the crash on the PSP was simply a very rare coincidence.
svn-id: r52473