Age | Commit message (Collapse) | Author |
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These cause warnings from Clang when -Wunused-private-field is set.
Was initially unsure if this class was saved as it was a subclass of
MemoryObject, but changing this appears to be safe as the save method
is not implemented in any case.
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This fixes https://bugs.scummvm.org/ticket/11033
Removed checking printable property for system keys.
Refactored whole function to make it a bit more readable.
Reference implementations:
https://github.com/retrowork/wmelite/blob/master/src/UIEdit.cpp#L724
https://github.com/retrowork/Wintermute-Engine/blob/master/src/engine_core/wme_base/UIEdit.cpp#L708
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1. Moved KEYCODE_SPACE to "alphanumeric or punctuation" group.
2. Splited "else" into before and after WME_LITE.
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This lets avoid clashes with method names matching built-ins.
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These are flagged by GCC if -Wswitch-default is enabled.
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The OSX builder keeps failing with timeouts and thus notifying false
positives of build errors.
This was not using ccache to speed up the build, so am trying to
implement usage of this.
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This is flagged by GCC if -Wswitch-default is enabled.
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The original adds a delay after track 28.
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Don't use y-coords from LOL-PC98 (which are all 4/8 aligned due to its use of the text mode instead of graphics mode)
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(eliminate some duplicate code for dirty rect handling)
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Seems that I accidently removed some of digitall's changes while rebasing (I moved that particular code block to a new function).
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The PC98 version has as slightly different layout for the character stats page.
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Object now destructs cleanly even before init() has been called. This has no practical relevance, but should be fixed nonetheless.
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(The PC-98 version has its own unique ending sequence)
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(unlike LOL/PC98 we have the same key codes as in the DOS version)
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The current shadow mode draws a shadow on the right side of the character. This allows drawing one on the left.
Adapt LOOM/PCE accordingly.
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(no block drawing yet)
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sjis font
The assumption till now was that PC-9801 games in 16 color mode will always use text mode for text display. However, EOB1 uses text mode for intro and ending sequence and graphics mode for ingame.
Add new font variant for this and also do some cleanup, since the text displayer code really needs it.
(The problem is that at least 3 different Japanese publishers did the Japanese ports for the various games and every one of them did his own hacks for his specific target.)
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The PC98 version has a modified version of decodeFrame4() and also requires planar decoding (similiar to Amiga).
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- hook up static resources, sound code, etc
- nothing really working yet, though (except the music)
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My commit 0e734722 causes lockups in SCUMM (sometimes) and SCI (very often). I didn't like the way I had fixed this before, but in the end I now had to do it in a similar way.
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Timers should be reset only the first time the enable flag is sent. This also requires some updates to drivers which didn't send these flags accurately.
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- Increase internal sample rate to dividers of the actual chip clocks and fix other related things. This seems to improve certain sfx/noise generator like sounds. The performance still seems to be okay.
- Fix feedback glitch that caused some noise with certain instrument patches when playing short notes.
- Fix squarewave sound glitch (mute channels when volume is zero; this could also cause unnecessary noise).
- Some cleanup.
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