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2012-06-13HUGO: Apply coding convention (in progress)Strangerke
2012-06-13SWORD25: Janitorial: Apply coding conventionsStrangerke
2012-06-13COMMON: Remove traces of mouse cursor target scale from OSystem docs.Johannes Schickel
2012-06-13COMMON: Remove traces of overlay scale from the OSystem documentation.Johannes Schickel
2012-06-13COMMON: Remove last traces of 8bpp overlay support from OSystem docs.Johannes Schickel
2012-06-13GUI: Allow Surfaces with abitrary RGB pixel formats to be used in ↵Johannes Schickel
PicButtonWidget and GraphicsWidget. Only 1Bpp aka paletted surfaces are not supported.
2012-06-13GUI: Allow querying of the pixel format used by ThemeEngine.Johannes Schickel
2012-06-13KYRA: Reduce amount of updateScreen calls.Johannes Schickel
This fixes some slowdowns in Kyra2 with the OpenGL backend for me. Most of the updateScreen calls saved were introduced by us implementing the original behavior of hiding the mouse before drawing onto the screen and showing it again afterwards, since the mouse cursor is not drawn on the game screen in our implementation (and unlike in the original) this is not necessary.
2012-06-12VIDEO: Make rpza decode to its own pixel formatMatthew Hoops
2012-06-11VIDEO: Cleanup QTRLEMatthew Hoops
In particular, the colors are not converted to the screen format upon decoding. The code should also now work with 32bpp screen formats.
2012-06-11MOHAWK: Make sure we convert video surfaces if they're not in the screen formatMatthew Hoops
2012-06-12GUI: Take advantage of Surface::fillRect in GraphicsWidget::setGfx.Johannes Schickel
2012-06-12GRAPHICS: Replace OverlayColor with uint16 in scaler code.Johannes Schickel
Scalers are actually fixed at 2Bpp right now and not at the depth of OverlayColor.
2012-06-11SCI: Fix comment in kString(at)Matthew Hoops
2012-06-11AUDIO: Make VOC decoder a bit more failsafe by still playing parts of ↵Johannes Schickel
invalid VOC files. Formerly when an unsupported block was found the opening would fail. Instead now all the valid blocks till that occasion will be played. This fixes an missing sound in Full Throttle (thanks to clone2727 for reporting), which is using a VOC file which fails to specify the proper block length for its sound block.
2012-06-11SCI: Add support for variable selectors in kListFirstTrue / kListAllTrueFilippos Karapetis
This is used by Torin's Passage (e.g. when trying to open the menu). Based on a slightly modified patch by LePhilousophe
2012-06-11SCI: Return the default value for unknown configuration settingsFilippos Karapetis
Based on a patch by LePhilousophe
2012-06-11SCI: Added another French version of Torin's PassageFilippos Karapetis
Thanks to LePhilousophe for providing the file details. Also fixed all of the detection entries for Torin's Passage
2012-06-11KYRA: Mark Kyra 1 russian floppy version as fan translation.Johannes Schickel
2012-06-11SCUMM: Fix basketball ini nameMatthew Hoops
2012-06-11GOB: Fix an AmigaOS compile errorSven Hesse
Should close bug #3534287.
2012-06-11GOB: Update list of games in the commentSven Hesse
2012-06-11README: Update Gob game listSven Hesse
2012-06-11GOB: Don't recalculate the AdLib frequencies table on every player resetSven Hesse
2012-06-11SCI: Bugfix for negative numbers in kString(at)Filippos Karapetis
Fixes one of the bugs in the savegame selection screen in Phantasmagoria
2012-06-11SCI: Add more verbose debug output for DoAudio in SCI2.1Filippos Karapetis
2012-06-11GOB: Play the music on the title screen of Gob1 EGASven Hesse
The EGA version of Gobliiins comes with an MDY track. While the original doesn't play it, we thought it might be a nice idea to play it nevertheless.
2012-06-11NEWS: Mention Gob news for 1.5.0Sven Hesse
2012-06-11GOB: Hook up the MDY player in GeishaSven Hesse
2012-06-11GOB: Hook up the MDY player in FascinationSven Hesse
2012-06-11GOB: Rewrite the AdLib playersSven Hesse
This is a complete rewrite of the AdLib players for ADL and MDY/TBR files in the Gob engine. Major changes 1) The AdLib base class is now completely separated from all file format code and can theoretically be used by any OPL2-based format (within reason) 2) The new code is far better documented and more readable 3) The MDY player now actually works. The MDY/TBR format is in reality the MUS/SND format created by AdLib as a simpler alternative to the ROL format 4) Since the MAME emulator is quite buggy and leads to noticable wrong percussion in the Gobliins 2 title music, the new AdLib player will try to create a DOSBox OPL. If it's not compiled in, or if the user configured opl_driver to "mame", it will print out appropriate warnings.
2012-06-10GUI: Refactor default savegame description creation.Johannes Schickel
Formerly the GMM, AGI and SCI duplicated the logic for USE_SAVEGAME_TIMESTAMP. Now I added a method to SaveLoadChooser instead, which takes care of this. This might not be the best placement of such a functionality, thus I added a TODO which talks about moving it to a better place.
2012-06-10GUI: Add helper to SaveLoadChooser, which uses the currently active target.Johannes Schickel
This reduces the code duplication in all client code, which formerly duplicated the querying of the plugin, game id etc. and now simply calls the newly added method runModalWithCurrentTarget() on a SaveLoadChooser object.
2012-06-10PARALLACTION: Do not call close on a SaveLoadChooser.Johannes Schickel
2012-06-10MOHAWK: Do not call close on SaveLoadChooser.Johannes Schickel
This is actually always called when a dialog closes, thus manual closing is not required. It furthermore is actually *bad* to call this from outside the dialog's code, since it will remove the top dialog from the dialog stack and thus mess up the GUI in case multiple dialogs are opened.
2012-06-10GUI: Get rid of SaveLoadChooser::setSaveMode.Johannes Schickel
We already pass the title and process button name to the constructor of SaveLoadChooser and then do not offer any way of changing it, thus changing the edit mode of the chooser is kind of pointless and was never actually used. Instead we pass the mode on SaveLoadChooser construction now.
2012-06-09SCUMM: Create proper engine for heversion 101Matthew Hoops
Regression from 3968f3194893d88d1a8d73eef535b801e5415765
2012-06-09SCI: Update information on kGetSierraProfileIntFilippos Karapetis
Thanks to LePhilousophe for his feedback and observations on this
2012-06-09SCI: Initial implementation of AddLine, UpdateLine, DeleteLineFilippos Karapetis
2012-06-09SCI: Handle translucent text planesFilippos Karapetis
Fixes the incorrect flood fill in the Rada Drums screen in GK1
2012-06-08Merge pull request #243 from lordhoto/cursor-no-scaleEugene Sandulenko
ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" logic.
2012-06-09SCUMM: Add HE101 version, for debugInput opcode difference in some HE100 games.Travis Howell
2012-06-08NEWS: Fix a typoMatthew Hoops
2012-06-09NEWS: Add Geisha to the supported gamesSven Hesse
2012-06-08SCUMM: Implement listing playbook files in football2002Matthew Hoops
2012-06-08SCUMM: Stub off other football2002 u32 opcodesMatthew Hoops
2012-06-08SCUMM: Give football u32 opcodes proper namesMatthew Hoops
2012-06-08SCI: Handle resource ID -1 when setting the palVary resourceFilippos Karapetis
Fixes several wrong colors in SQ6
2012-06-08SCI: Fix mouse up eventsWillem Jan Palenstijn
Regression from 906f0248317e1a4167190a666fe308a09334bfac. Fixes bug #3533069.
2012-06-08GOB: Implement shooting in PenetrationSven Hesse
Geisha's Penetration minigame should be complete now. This also means that Geisha is now basically complete. The only thing missing is the MDYPlayer, but since the music is only played once during the title screen, and it has a PCM-based fallback (which is currently played), this is low priority.