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2011-03-07SCI: Initial handling of the views in Longbow Amiga. Still not rightmd5
2011-03-06SCI: Fix KQ6 Mac inventory cursorsMatthew Hoops
2011-03-06SCI: Fix Mac SCI1.1 view decompressionMatthew Hoops
A regression from d2ad7898d9
2011-03-06SCI: Silence GCC warningeriktorbjorn
2011-03-06SCI: Merged the cel data unpacking code for views and picturesmd5
2011-03-06OPENGL: Fix compilation for --disable-16bitdhewg
2011-03-06SCI: Some changes to picture drawingmd5
- Fixed picture drawing for Longbow Amiga (view drawing is still wrong, though) - Added debug output for picture drawing
2011-03-05ANDROID: Fix warningdhewg
2011-03-05ANDROID: Fix 16bit cursorsdhewg
I hate this code
2011-03-05ANDROID: Proper fillBuffer() for non CLUT8 colorsdhewg
2011-03-05ANDROID: Rename function for less confusiondhewg
2011-03-05SCI: Further clarify commentLars Skovlund
2011-03-05ANDROID: Clear screen on initSize()dhewg
2011-03-05ANDROID: Add initial 16bit gfx supportdhewg
Supported pixel formats: 565, 5551, 4444 Missing: 555 (doesn't exist on GLES)
2011-03-05MOHAWK: Implement Mechanical opcode 122, elevator go down timerBastien Bouclet
2011-03-05SCI: Cleared up the different view types and ordered them by color countmd5
2011-03-05SCI: Added some support code for Longbow Amigamd5
2011-03-05AGI: Kill the timer based counterdhewg
Using the timer mechanism for just a simple counter is not just overkill, its also inaccurate. When using a call frequency of x, and waiting for y callbacks, the passed time will not be x*y. The problem amplifies on slower platforms and/or fair thread schedulers. Use absolute times instead. Most notably, the walking speed of the avatar is now smooth on android, but probably on all other handhelds we support too.
2011-03-05ANDROID: Reduce mem usage of fillBuffer()dhewg
2011-03-05ANDROID: Merge updateTexture()dhewg
2011-03-05ANDROID: Remove some vtable overhead on texturesdhewg
2011-03-04SCI: Fix Mac icon bar palette match orderMatthew Hoops
2011-03-05SCI: Add comment.Walter van Niftrik
2011-03-04SCI: Remove SCI version check from READ/WRITE_SCI1ENDIAN_UINT16.Walter van Niftrik
2011-03-04ANDROID: Clear game texture on initSize()dhewg
Gets rid of leftovers
2011-03-04ANDROID: Cleanupdhewg
2011-03-04ANDROID: Fix slightly off while loopdhewg
CursorMan allows to push cursors with a width/height of zero. If such a cursor is restored, we don't need to call glTexSubImage2D() 0xffffffff times... This fixes delays of multiple minutes when closing GMM on groovie and sword. Also, I want that last hour of my life back.
2011-03-04GROOVIE: Mark overwritten members as virtualdhewg
2011-03-04ANDROID: Reindent manifestdhewg
2011-03-04ANDROID: Remove 'persistent' from the manifestdhewg
That's a flag valid only for apps build into the system image
2011-03-04SCI: Fix reg_t ASCII printing in debugger for BE.Walter van Niftrik
2011-03-04SCI: Use BE string handling for Mac games.Walter van Niftrik
2011-03-04SCI: Some palette related changesmd5
- Moved palette color count inside the GfxPalette class - Enabled all of the kPalette subops for 16 color SCI1 games, apart from the ones for intensity palette animation, and palette resource loading - Removed isVGA() and isAmiga32color() methods from the resource manager - they ended up in having inconsistent code
2011-03-04SCI: Cleaned up some view type checksmd5
2011-03-04SCI: Enable fade transitions for SCI1 EGA gamesmd5
2011-03-04SCI: Fix flood fill matching in EGA modeWillem Jan Palenstijn
In EGA games a pixel in the framebuffer is only 4 bits. We store a full byte per pixel to allow undithering, but when comparing pixels for flood-fill purposes, we should only compare the visible color of a pixel. This fixes bug #3078365 in Iceman.
2011-03-04SCI: Added support for 16/32 color view and picture patchesmd5
16 color patches (*.p16 and *.v16) are used in 16 color EGA SCI1 games 32 color patches (*.p32 and *.v32) are used in 32 color Amiga SCI1 games Removed a workaround for SCI1 EGA (bug #3044500), as that bug has been fixed already in the view patch. Thanks to waltervn for observing this.
2011-03-04SCI: Added a comment for the additional code in kDisplaymd5
This extra code that is responsible for changing text placing has been found in SCI1 middle (i.e. LSL1VGA) and newer games
2011-03-04SCI: Amiga SCI1 middle games are actually SCI1 latemd5
This fixes a lot of glitches, caused by the differences between the two versions
2011-03-04SCI: Fixed a issue with signed characters in setChar()md5
This was visible in the password of LSL5 Amiga. Thanks to waltervn for finding this
2011-03-04TESTBED: Update rotatePalette() to use an RGB palettemd5
2011-03-04NEWS: Remove SVN referencesMatthew Hoops
2011-03-04SCI: Don't patch save/restore dialogs in Phantasmagoriamd5
That game has its own custom made save/load system
2011-03-04SCI: Removed warning from kReadNumbermd5
2011-03-04SCI: Add fixme for EGA flood fill bug (#3078365)Willem Jan Palenstijn
2011-03-04SCI21: Now replacing save/restore dialogs in SCI2.1 and newer gamesmd5
2011-03-04SCI21: kSave(1) is kRestoreGamemd5
2011-03-04SCI: Removed a hack for SCI1 Amiga games in setOnScreen()md5
2011-03-04SCI: Amiga SCI1 middle games use the new PC SCI1 late transition effectsmd5
2011-03-04SCI: Improved debug output of validate_property()md5