Age | Commit message (Collapse) | Author |
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and dotmatrix ones to Ctrl-Alt C and Ctrl-Alt-D.
(Does anyone else feel that scanlines and dotmatrix should either be
rewritten so that they can be combined with any scaler and aspect ratio
correction, or removed? That's why I moved them off the Ctrl-Alt <digit>
hotkeys.)
svn-id: r10353
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svn-id: r10352
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svn-id: r10351
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svn-id: r10350
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svn-id: r10349
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svn-id: r10348
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svn-id: r10347
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svn-id: r10346
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svn-id: r10345
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svn-id: r10344
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svn-id: r10343
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svn-id: r10342
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svn-id: r10341
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This pretty much concludes the first stage of the engine cleanup. All of
the files, except for console/debugging stuff and possibly some header
files, have been changed to use the ScummVM brace style.
As for the console, that one could probably do with some rewriting, in
which case cleaning it up first would just be unnecessary work.
The next stages of the cleanup should include renaming of variables and
functions to follow the ScummVM coding standards, and turning everything
into C++ classes. And so on.
Of course, the driver directory should go through a similar cleanup as
well.
This has all been enormously tedious, so don't count on me doing any of
these things at the moment. Particularly not turning everything into C++
classes. I'm really not that familiar with C++. :-)
svn-id: r10340
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open_savefile() fails.
svn-id: r10339
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svn-id: r10338
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svn-id: r10337
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functions we don't have, and since I didn't deem them useful to us. But
feel free to put them back if you like to.
I'd also like to take this opportunity to say that while I deeply admire
how smoothly BS2 handles the transition between stock animations (e.g.
walking) and special-purpose animations, it certainly needs an unholy
amount of code to do so.
svn-id: r10336
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svn-id: r10335
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svn-id: r10334
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svn-id: r10333
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svn-id: r10332
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be safe to remove it. (I'll remove it completely soon, but I'll start here
to avoid compilation errors.)
svn-id: r10331
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svn-id: r10330
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the overlay isn't so tiny anymore in COMI
svn-id: r10329
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svn-id: r10328
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svn-id: r10327
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possible to have an overlay with a different size than than the 'normal' screen (e.g. if the game runs at 320x200 and a 2x scaler runs, the overlay could be made 640x400 big, if the backend supports that)
svn-id: r10326
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svn-id: r10325
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svn-id: r10324
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svn-id: r10323
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svn-id: r10322
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svn-id: r10321
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svn-id: r10320
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at breaking HTML and Java, no, now they have to mutilate C/C++, too. MS-C instead of ANSI-C, anybody? *grmbl*
svn-id: r10319
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svn-id: r10318
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svn-id: r10317
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svn-id: r10316
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svn-id: r10315
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svn-id: r10314
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svn-id: r10313
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generate stereo data; (we probably should add a common base class for Player_V1/V2 instead of deriving V1 from V2)
svn-id: r10312
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svn-id: r10311
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svn-id: r10310
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#809036 ("MANIAC64: Sound echoes").
I don't understand the exact implications of it, but I assume it has to do
with the premix function having to generate stereo samples now.
svn-id: r10309
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svn-id: r10308
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skip or mute cutscenes. At the very least, we want to show the subtitles
like we do now.
svn-id: r10307
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match the original behaviour
svn-id: r10306
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svn-id: r10305
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modules; right now only work on OS X; once we add more build rules, other systems with dlopen() should work, too (e.g. Linux); Windows support may come later. This is still very much WIP
svn-id: r10304
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