engines/director/lingo/lingo-funcs.cpp: In member function ‘void Director::Lingo::func_goto(Director::Datum&, Director::Datum&)’:
engines/director/lingo/lingo-funcs.cpp:194:39: warning: type qualifiers ignored on cast result type [-Wignored-qualifiers]
cleanedFilename += (const char) *p;
engines/sword2/screen.cpp: In member function ‘void Sword2::Screen::rollCredits()’:
engines/sword2/screen.cpp:1121:102: warning: cast from type ‘const char*’ to type ‘byte*’ {aka ‘unsigned char*’} casts away qualifiers [-Wcast-qual]
creditsLines[i]->sprite = _vm->_fontRenderer->makeTextSprite((byte *)creditsLines[i]->str.c_str(), 600, 14, _vm->_speechFontId, 0);
engines/lastexpress/entities/alexei.cpp: In member function ‘void LastExpress::Alexei::standingAtWindow(const LastExpress::SavePoint&)’:
engines/lastexpress/entities/alexei.cpp:772:49: warning: suggest parentheses around ‘&&’ within ‘||’ [-Wparentheses]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
C++ engines/lastexpress/entities/chapters.o
engines/lastexpress/entities/august.cpp: In member function ‘void LastExpress::August::function21(const LastExpress::SavePoint&)’:
engines/lastexpress/entities/august.cpp:672:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
switch(params->param5) {
^~~~~~
engines/lastexpress/entities/august.cpp:694:3: note: here
case 9:
^~~~
Like the original the game loop returns to the main menu
after the credits end.
The variable states are reset and the player can start
a new game or load an old one.
* WIN32: Rewrite Inno setup installer
* WIN32: Add small bmp for usage in the Inno setup script
* WIN32: Fix spacing in Inno setup script
* WIN32: Re-add the documentation files to the Start Menu
* WIN32: Add scummvm icon to the Inno setup uninstaller
* WIN32: Remove now obsolete scummvm.iss.in file
* WIN32: Remove reference to Inno installer in update-version.pl
* WIN32: Add reference to Inno setup bmp file in ports.mk
Scaling works correctly with the Windows variant, which uses AVI files,
but the DOS variant uses Robot videos, and the way scaling is done
there is different, and is not working yet with KQ7 DOS. Nonetheless,
both versions are included in the game, so it's not a major issue.
Fixes Trac#10675.
Previously, the credits ended as soon as the last row was shown
of the final credits image.
Now some more black rows (empty rows) are shown and finally a few
seconds of black. I set it to 8 seconds of wait beyond where
the credits where previously stopping.
In order to do this updateCredits was enhanced to work past the end
of the last credits image (and just keep adding empty rows).
The original game shows a black screen for a longer period than this.
The credit image numbers are turned into enums.
The derived collections include Hoyle Children's Collection and Hoyle
Bridge. Each collection includes a subset of the games in the full
version, Hoyle Classic Games