Age | Commit message (Collapse) | Author |
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There are tons of ADPCM variants out there, and it is impractical to
stuff them all into a single adpcm.cpp file. By exposing the internals,
engines can implement their ADPCM decoder variants more easily.
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This is used in another version of KQ4 early (0.000.274)
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support being built.
* This is for the GP2X, GP2XWIZ and Caanoo devices that use the
GPH backend.
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* Also add a common folder with the shared bits.
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broken, to be fixed
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MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
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The problem is the original game presumed that rendering a single frame would take at least 10 ticks (at 60Hz). Since the ScummVM renders it faster than then, the cutscene wasn't working. A new 'ProbeMover' class has been created to ensure the probe shrinking keeps correct pace with the probe's movement.
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* No default buttons set any more as I would want the build to fails
if you don't provide the backend with a device.
* Also commit some small cleanup to the bundle files.
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scummvmrc is now located in ScummVM data directory and no
longer in app directory so it is accessible via USB drive mode.
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Touchscreen is now always used like a touch pad.
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The vkeybd XML can't be read for some reason.
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