Age | Commit message (Collapse) | Author |
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svn-id: r43929
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svn-id: r43928
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default for MSVC
svn-id: r43927
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svn-id: r43926
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svn-id: r43925
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svn-id: r43924
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svn-id: r43923
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svn-id: r43922
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getZoneFromPositionRaw accessed data outside its 320x200 buffer because Y values in range 200-232 were given to it. Original doesn't properly handle this either so trying this workaround of returning zero for positions outside the 320x200 buffer. Hopefully nothing else breaks in Future Wars because of this (More testing is direly needed!).
svn-id: r43920
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better results. Renamed a few types and enums to make it clear what they're for.
svn-id: r43919
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MemoryWriteStreamDynamic by changing MemoryWriteStreamDynamic to use malloc/free instead of new/delete[]. This could have affected ScummEngine_v4::prepareSavegame().
svn-id: r43918
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svn-id: r43917
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svn-id: r43916
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the 3 dithering modes as an enum (and reorganized them a bit)
- Added 3 config options for dithering in the ini file - mainly for purists (config option "dither_mode"): 0 - disabled, 1 - 16 color dithering (Sierra style) and 2 - 256 color dithering
- Dithering is now always applied depending on the screen scale (removed the relevant parameter)
- Removed the background picture buffering option, used to speed-up room changes. Room changing is quite fast (instantaneous), and the extra memory allocated is not worth the possible speed increase in small devices. Plus.... there is no reliable value to set this option to, so there is no point in letting the user decide what value to put there using guesswork
svn-id: r43915
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- start fixing floppy version
svn-id: r43914
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svn-id: r43913
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only-growing array -> should reduce memory usage significantly
svn-id: r43912
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svn-id: r43911
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svn-id: r43910
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left the algorithm of updating the screen with multiple small rectangles, like we do in all the other engines that support dirty rectangle screen updates
svn-id: r43909
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getresourceManager -> getResourceManger
resourceManager -> resMan
segmentManager ->segMan
svn-id: r43908
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svn-id: r43907
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* removed kNOP
* renamed k_Unknown to kUnknown
* added FIXME to kfunct_mappers table
* more cleanup
svn-id: r43906
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removed eventually)
svn-id: r43905
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work, though)
svn-id: r43904
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svn-id: r43903
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svn-id: r43902
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make sense to dither, as Sierra games use up to 256 colors (even the later SVGA ones), and it messes up the result of the FreeSCI graphics filters. Plus, the resulting image looks worse than the original one
svn-id: r43901
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svn-id: r43900
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just in case
svn-id: r43899
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svn-id: r43898
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(is dithering even used anywhere?)
svn-id: r43897
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into 65535 in Map_v2::loadMapObjects. This allows to start the contruction mode and "somehow" use it. (Thanks DrMcCoy for pointing out my errors)
svn-id: r43896
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svn-id: r43895
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filtering algorithm options from the ScummVM ini file (options "cursor_filter", "view_filter", "pic_filter" and "text_filter", 0 - unfiltered, 1 - bilinear filtering, 2 - trilinear filtering)
svn-id: r43894
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for VGA remakes
- The extras field is now filled by the fallback detector for VGA games
svn-id: r43893
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svn-id: r43892
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- Added the MD5's of the French versions of GK2 and SQ6 (bug reports #2846842 and #2846515)
- Added a different game id for QFG1 VGA (SCI1.1), to distinguish it from the older EGA version (SCI0) and added detection for the VGA version in the fallback detector
- Changed some VGA SCI game IDs: lsl1sci -> lsl1vga, pq1sci -> pq1vga, sq1sci -> sq1vga, to distinguish SCI VGA remakes from SCI EGA remakes (like with QFG1VGA)
svn-id: r43891
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room with the pier in KQ6.
svn-id: r43888
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game-specific workarounds are tested against ScummVM IDs
- Added detection for the EcoQuest 1 demo in the fallback detector
- Partially reverted my previous "fix" for EcoQuest 1 CD, and turned it into a script-specific hack for that game, for now
- Added handling of kDisposeScript calls made with 2 parameters, e.g. in KQ5CD and others (still untested, haven't found a test case)
svn-id: r43887
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svn-id: r43886
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svn-id: r43883
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of by value. Also make variables or data table which are only used locally "static".
svn-id: r43882
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constants (for many good reasons)
svn-id: r43881
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comment used to imply) but rather an issue in some game engines.
svn-id: r43880
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avoid intermediate buffer)
svn-id: r43879
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svn-id: r43877
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CD and doesn't seem to have any side effects
svn-id: r43876
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svn-id: r43875
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svn-id: r43874
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