Age | Commit message (Collapse) | Author |
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The content of a paletted texture is in _surface.pixels. When recreating
the surface, don't wipe its data unnecessarily. This fixes gfx garbage
on CLUT8 games/cursors when leaving and going back to ScummVM
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Split surface code into helper functions to avoid code duplication, and
distinguish between screen resizes and surface recreation. The former
happens when toggling the softkeyb, where we just have to reset the
viewport. Fixes garbled textures in those cases.
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that the utility READ_* and WRITE_* operations are made
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- Folded all comparison operators in a single function, cmp()
- Simplified the + operator, and removed the SQ1 workaround, as it's not
needed anymore
- Removed the workaround for uninitialized variables in the * operator
- Removed division by zero workarounds in the / and % operators
- Added a better description of pointerComparisonWithInteger(), based
on fingolfin's description and comments. Also, changed the SCI versions
where this is used to SCI0-SCI1. The SCI1.1 case in QFG3 was a script
bug
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Added wrapper functions to read/write from dynmem segments, as these are
treated as BE in Amiga versions (as we treat them like raw data instead
of reg_t's), whereas the rest are LE. Thanks to waltervn and wjp for their
help on this
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Games that have the newer SCI2.1 kernel functions (i.e. kSave instead of
kSaveGame/kRestoreGame) aren't supported yet
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Fixes a crash in LSL3 Amiga
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SysEx messages in the driver are usually the result of a bug which should
be investigated and not silently ignored
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Confirmed this behaviour in KQ1sci, KQ4, Iceman and QfG2.
Hoyle3-demo remains an exception.
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Confirmed this behaviour in KQ1sci, KQ4, Iceman, and that
it isn't present in QfG2 and KQ5CD.
This fixes the graphics glitch in KQ4 when falling down the
stairs in room 61 (#3039775).
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This reverts commit 74e99328ec0fa43074c52b69d21922407153a1aa.
SSCI takes care of this issue in a different manner, which
the next commit emulates.
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When calling glDeleteTextures() we need a valid surface.
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Since not every engine respects pauseEngine(), or they're in a state
where it simply gets ignored, put all threads in a group coma. Without
this, code still kept looping and wasting cpu cycles, while the user
might want to do use her/his droid for something else.
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Don't just kill the whole process when the Activity is stopped. Instead,
use its events to pause or resume audio and the running engine (if any).
Of course not every engines implements that... but at least an incoming
call doesn't kill the game now (lol).
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- make the startup sequence more linear
- use SurfaceHolder events
- get rid of the surface lock
- remove unnecessary JNI calls
- make the ScummVM class implement Runnable
- cleanup
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They were interfering with my precious debug spew :P
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GetLongest() could exceed the maximum width with the very last
character of a word. The same fix has been applied to the SCI32 code.
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The additional text positioning code in kDisplay was added in SCI1
middle, not SCI1 late. Also, did some slight cleanup
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SCI32 has no ports
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Thanks to fingolfin's comments regarding these
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playing"
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This behaviour much more closely matches SSCI.
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This was a signed/unsigned issue. Also fixed compilation when DEBUG is
enabled. Thanks to waltervn for his help on this.
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This fixes the case where an MT-32 music type is erroneously returned with
the default GUI audio settings if an engine specifies MDT_PREFER_MT32. Many
thanks to wjp and fuzzie for their help and work on this
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