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2011-02-28HUGO: Remove forgotten debug messagestrangerke
2011-02-28HUGO: rewrite saveEvents() and restoreEvents() in order to be endian and ↵strangerke
platform safe
2011-02-28SCI: Reverted rc7bfbc3 and fixed the actual cause of bug #3106107md5
While fast forwarding a song, disable its hold value together with any possible sound looping, so that the song won't loop forever.
2011-02-28SCI: Fixed bug #3106107 - "QFG3: Crash when saving outside palace"md5
Ignore requests to alter a song's hold value while it's being faded, and reset a song's hold value when fading starts. This ensures that the song will actually stop when fading is done and won't keep looping forever.
2011-02-28SCI: Cleanup of the save/load dialog patching code and the lofs type ↵md5
detection code
2011-02-27TOON: Avoid hiding overloaded virtual methodsOri Avtalion
2011-02-27AGOS: Avoid hiding overloaded virtual methodsOri Avtalion
2011-02-27SCI: Fix negative window origin alignment.Willem Jan Palenstijn
SSCI does a shr 1; shl 1 here in SetOrigin. This fixes a crash in the ending scene of SQ3 (#3194199).
2011-02-27SCI: Fixed GUI option flags for PQ:SWATmd5
2011-02-27SCI: Remove kDoBresen special case for SCI_VERSION_1_EGA_ONLYWillem Jan Palenstijn
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.
2011-02-27SCI: Renamed SCI_VERSION_1_EGA to SCI_VERSION_1_EGA_ONLYmd5
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.
2011-02-27SCI: Detect the version of PQ SWAT from gog.comLars Skovlund
2011-02-27SCI: Improved the readability of the kDoBresen code a bitmd5
2011-02-27SCI: Don't set b_movCnt to moveSpeed while walkingWillem Jan Palenstijn
This fixes moonwalking in LSL1 and movement speed in KQ5. It appears to be have been a RE bug.
2011-02-27ANDROID: Prevent AudioTrack unpause on startupdhewg
2011-02-27ANDROID: Remove dead codedhewg
2011-02-27HUGO: Set all the palette instead of only one color in remapPal.strangerke
This fixes the palette issue after the cave in H3
2011-02-27SWORD2: Reduce overheaddhewg
2011-02-27SWORD2: Respect screen pitch while postprocessingdhewg
Fixes subtitles on androids
2011-02-27ANDROID: Remove unnecessary codedhewg
2011-02-27ANDROID: Check audio buffer for silencedhewg
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.
2011-02-27ANDROID: Pause the AudioTrack when possibledhewg
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 ;)
2011-02-27AUDIO: Make mixCallback return the sample countdhewg
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.
2011-02-27ANDROID: Rework audio systemdhewg
Move the audio thread to the bright side
2011-02-27ANDROID: Formattingdhewg
2011-02-27ANDROID: Remove another weird workarounddhewg
2011-02-27HUGO: Better fix for graphics glitches in DOS versions, fix H3 ending animationstrangerke
2011-02-26SCI: Avoid hiding overloaded virtual methodsOri Avtalion
2011-02-26GOB: Avoid hiding overloaded virtual methodsOri Avtalion
2011-02-26SCI: Cleanupmd5
2011-02-26SCI: Removed the SCI32 version of kernelDrawCel() and placed its code inside ↵md5
the debug function cmdDrawCel, as it was hacked together to be used specifically in that command (thanks to salty-horse for spotting this)
2011-02-26SCI: Added a TODO concerning the workaround for SQ1EGA, as we don't know if ↵md5
it happens in the original version
2011-02-26SCI: Fixed a memory leak. Thanks to digitall for finding this using Valgrindmd5
2011-02-26SCI: Some slight fixes for the code that reads the LSL2 early MT32.DLL ↵md5
driver, thanks to waltervn
2011-02-26HUGO: Fix graphic glitches in DOS versionsstrangerke
2011-02-26AGOS: Respect the screen pitch for moviesdhewg
Fixes DXA and Smacker movies on Android
2011-02-26ANDROID: Allow softkeybd on all devicesdhewg
2011-02-26MOHAWK: Correction for uninitialized read in Myst Cabin Door State.D G Turner
2011-02-26BASEBACKEND: Remove resetGraphicsScale() hackdhewg
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.
2011-02-26OPENGL: Fix 16bit cursorsdhewg
2011-02-26SCI2+: Mention that the actual problem with text wrapping happens because of ↵md5
the unimplemented kTextSize kernel call in SCI32
2011-02-26SCI: Added support for reading data off the MT32.DRV driver found in LSL2 ↵md5
early (bug #3192627)
2011-02-26SCI: Slight cleanup in the animate codemd5
2011-02-25OPENGL: Reset the scale on mode changesdhewg
Resets defaultTo1XScaler when going back to the launcher
2011-02-25ENGINES: We have resetGraphicsScale(), lets use itdhewg
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.
2011-02-25SCI: Changed the fix for the intro of Longbow (bug #3044844) into a hack for ↵md5
that scene. Fixes the freeze in LSL6 (bug #3192166). Fading in KQ5 is unaffected by this.
2011-02-25OPENGL: Cleanup cursor refresh code a bit.Johannes Schickel
2011-02-25OPENGL: Implement support for non CLUT8 cursor.Johannes Schickel
Currently all the cursor data is converted to RGBA8888 to allow for easy colorkeying.
2011-02-25OPENGLSDL: Add RGB555 to the supported format list.Johannes Schickel
2011-02-25OPENGL: Add support for RGB555 output format.Johannes Schickel