Age | Commit message (Collapse) | Author |
|
Confirmed with QfG2 disassembly (the only 1_EGA_ONLY game)
that it behaves the same as SCI_VERSION_1_EARLY games, except
for the uninitialized read already mentioned in kDoBresen.
|
|
This renaming allows us to better distinguish that this version is for games
that only had an EGA version, and avoid confusion with newer SCI1 game releases
with EGA graphics (e.g. KQ5 EGA). The only game with this SCI version is QFG2,
a SCI1 EGA game with a parser. Also, added some games for each SCI version.
|
|
|
|
|
|
This fixes moonwalking in LSL1 and movement speed in KQ5.
It appears to be have been a RE bug.
|
|
|
|
|
|
This fixes the palette issue after the cave in H3
|
|
|
|
Fixes subtitles on androids
|
|
|
|
Most games register a music channel, and when there is no music,
they still stream silence (and run through all the Converter::flow
code!). Scan the buffer for that to pause the AudioTrack. Ugly, but
worth it - reduces CPU usage on many games and hence saves battery life.
|
|
Only works in situations without any registered channels (or all paused)
at the mixer (like on the launcher or GMM).
CPU usage before (Galaxy Tab):
~5% scummvm
~15% mediaserver
After:
~2% scummvm
0% mediaserver
;)
|
|
The RateConverter::flow result was never used, pipe it through
Channel::mix to MixerImpl::mixCallback, so backends can decide
if they want to waste cpu cycles while playing empty buffers.
|
|
Move the audio thread to the bright side
|
|
|
|
|
|
|
|
|
|
|
|
|
|
the debug function cmdDrawCel, as it was hacked together to be used specifically in that command (thanks to salty-horse for spotting this)
|
|
it happens in the original version
|
|
|
|
driver, thanks to waltervn
|
|
|
|
Fixes DXA and Smacker movies on Android
|
|
|
|
|
|
All backends that derive from BaseBackend are consoles and/or portables
without any connection from graphics modes to scalers.
The default implementation of resetGraphicsScale() is now a noop, which
seems correct for all current backends.
This fixes unwanted mode changes since 93fdcbfa.
|
|
|
|
the unimplemented kTextSize kernel call in SCI32
|
|
early (bug #3192627)
|
|
|
|
Resets defaultTo1XScaler when going back to the launcher
|
|
If highres games pass defaultTo1XScaler=true to initGraphics(),
use resetGraphicsScale() instead of hardcoding "1x" (which doesn't
exist on the OpenGL backend)
If an OpenGL mode is selected, it now doesn't switch back to plain
SDL now for those games.
|
|
that scene. Fixes the freeze in LSL6 (bug #3192166). Fading in KQ5 is unaffected by this.
|
|
|
|
Currently all the cursor data is converted to RGBA8888 to allow for
easy colorkeying.
|
|
|
|
|
|
This resulted in flickering all over the GUI
|
|
This reverts commit c8551b80dd917c35d367c1f15f4b9c2618da3684.
Turns out the flicking comes from an updateScreen() call in
android's clearScreen(). Besides, this broke GMM... a little
|
|
This is used when changing directories in the 'add game' dialog or when
choosing another tab in the option dialog. Only blit to the overlay on
the final pass. Gets rid of highly annoying flickers on androids
|
|
Don't operate on the overlay, it might be a pointer to a texture
used by the hardware. This get's rid of some annoying flickers on
androids
|
|
|
|
|
|
Use the native surface resolution of the device if its not too big.
If it is, use a clean scale factor of 2 to prevent eyecancer.
|
|
|
|
Instead of running into assert()s due to dumb parser decisions, use
'less than' and 'greater than' width/height conditions on the
'resolution' tags.
Seems better than listing >9000 different android resolutions.
|