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bluegr and others added 30 commits August 30, 2020 16:10
These do not exhibit some of the glitches seen with the GNU FreeType
fonts in zvision games
This fixes the Operation Stealth EGA French Floppy detection entry
from bug #11617. The file in question is PROCS1, not PROCS01.
This adds detection entry for the Operation Stealth German Atari ST
version from bug #11466.
This throttles the safe controls in Operation Stealth in the
presidential palace after the first labyrinth arcade sequence.

The problem was that the safe controls were a bit too fast i.e. by
pressing on a single button you might easily get the numbers to change
by more than a single digit. This throttles the pressing of safe
control buttons in this particular scene to a maximum rate of 4Hz
(i.e. at least 250ms has to have passed before a click is registered
again).

Fixes bug #11621.
This raises the maximum number of savegames from 20 to 100.
The original UI could only show 20 on a screen at once so an
intermediate selection menu for selecting the group of 20 savegames
to be accessed is added in this commit:

0-19
20-39
40-59
60-79
80-99

Those are the values that are shown when selecting
"Restore game" or "Save game".

After selecting the group of savegames to be accessed that particular
group is only shown as those 20 can fit on the screen using the
original save/load UI.

At least partially if not fully fixes bug #11625.
In French Amiga Future Wars from bug #10643 when walking left from the
scene with the open manhole cover a call to renderOverlay with a
type 0 (color sprite) overlay happens. The source mask for the overlay
is NULL and a memcpy using a NULL pointer as source is initiated.
This results in a memory access violation.

This fixes that memory access violation by simply setting the
destination mask to all zeroes when the source mask is NULL.
Seems to work fine at least in this case.

Fixes bug #10643.
This reverts commit 0bc61d3.
The volume mapping does not match what the original is doing. In the
case of this bug, a volume of 127 for the fountain sound would be
mapped to 2/255 when standing right in front of it, which is too quiet.
Currently translated at 100.0% (1446 of 1446 strings)
Currently translated at 59.1% (855 of 1446 strings)
Currently translated at 47.9% (693 of 1446 strings)
Currently translated at 67.4% (976 of 1446 strings)
Currently translated at 77.9% (1127 of 1446 strings)
Currently translated at 46.9% (679 of 1446 strings)
Currently translated at 59.1% (856 of 1446 strings)
Currently translated at 99.7% (1442 of 1446 strings)
Currently translated at 50.7% (734 of 1446 strings)
Currently translated at 94.6% (1369 of 1446 strings)
criezy and others added 29 commits September 13, 2020 00:46
This only works if the running engines can save the game at the
time when ScummVM goes to the background.
This should partially fix bug #7871.
This is better than using an hardcoded delay for two main reasons.
The first one is that the application can terminate as soon as it
has finished saving the state, and the second one is that it will
still work if saving the state takes longer than the delay that
was hardcoded.
This is only relevant for sandboxed environments like Snap
and FlatPak, but not for all GNU/Linux distributions.

Dropping it since it shouldn't have landed here at all.
Windows XP is not supported by the Discord RPC. Technically, ScummVM
still runs with discord-rpc enabled, but it lead to random crashes.

Despite that, Discord itself is not supporting Windows XP.
This reverts commit bab33f8.

Way too late for the release
@wizardmanannan wizardmanannan self-assigned this Jun 17, 2021
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