Age | Commit message (Collapse) | Author |
|
This mode should *not* be used by any new engines/code. If someone is going
to use it and says it works with the OpenGL output, please make them wear a
red uniform and beam them onto a remote planet.
|
|
Formerly, we required that the OpenGL mode was fixed at compile time. Now we
allow the code to work with whatever it is given at runtime.
It is still possible to force a context type on compile time.
|
|
This used to be used by Sword25. Since it is not supported by GLES and no
engine code uses it we drop support. Hopefully, this helps people to realize
they should not use that format in their engine.
|
|
|
|
Formerly we relied on static linkage. However, in the presense of modern
OpenGL (ES) implementations it is not easily identifable which library to link
against. For example, on Linux amd64 with nVidia drivers and SDL2 setup to
create a GLES 1.1 context one would need to link against libGL.so. However,
traditionally GLES 1.1 required to link against libGLESv1_CM.so. To prevent a
huge mess we simply resolve the OpenGL functions on run-time now and stop
linking against a static library (in most cases).
GLES support needs to be enabled manually on configure time for now.
Tizen changes have NOT been tested.
|
|
debug.h is now always included and all calls should be made through GLCALL.
|
|
This can and will be used for future extension usage support.
Tizen changes have been untested.
|
|
|
|
|
|
|
|
This fixes bug #7076 "LOOM: AdLib sound effect not stopped at Cygna's grave.".
Original SCUMM (I checked Monkey Island EGA) implemented Sound::isSoundRunning
by checking whether the sound resource of the requested sound id is locked. We
use actual sound state inside the player.
|
|
KQ6 CD sets a global depending on lowres/hires state right at the
start and some scripts are using it instead of calling kPlatform.
This causes some graphics to be incorrect (well lowres)
in case the user saves in lowres mode, then switches to hires
mode and restores the previously saved game.
We now set that global directly after restoring saved games,
so that this issue does not happen anymore.
KQ6 CD demo did the same.
|
|
|
|
|
|
|
|
|
|
The same fix that had already been applied to the Spanish version
also applies to the French and German versions. (Judging by the
detection entries, there aren't any alternative versions so the
ones I got from GOG should be representative.)
The palettes aren't quite identical to the Spanish one, but I
think the remaining difference is for the spiritual barometer, so
the special case for that remains Spanish-only.
|
|
|
|
|
|
|
|
|
|
The priority map is not used at all in SCI32 at the engine level by
design, so all the relevant code that handles picture priority is
pretty much dead
|
|
|
|
The only calling code for this was removed in commit 3f2469c33ed6017d3c385fbbfd01a4e690987fbc
|
|
Initialising only the first table means that if the first ratios
aren't 1:1 but the *second* ratios are 1:1, the second ratios will
read from an uninitialised table.
|
|
Still not working
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
SWORD25: Fix video loop in intro
|
|
BBVS: Move much of engine initialization to newGame()
|
|
|
|
|
|
This should fix bug #7057 ("BBVS: No clean-up when restarting").
|
|
|
|
In order for scaling ratios to apply equally across objects that
start at different positions on the screen, the pixels that are
read from the source bitmap must all use the same pattern of
division. In other words, cels must follow the same scaling pattern
as if they were drawn starting at an even multiple of the scaling
ratio, even if they were not.
|
|
This reverts commit d85eb8ded68a20de383d84064aacd1a4c81db4e9.
This patch did not correctly fix the scaler to follow the same
rules as SSCI and only worked on the y-axis.
|
|
Fixes bug #6978: Unload old movie before loading a new one
|