Age | Commit message (Collapse) | Author |
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svn-id: r9893
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svn-id: r9892
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svn-id: r9891
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Add hack to allow nosubtitles in loomcd (Only once game has started)
Revert _roomPalette changes for 256 colors games, caused problems in loomcd, I'm not sure the older 256 color needs these changes.
svn-id: r9890
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checking for negative on an unsigned number, and would have broken several things if it compiled
svn-id: r9889
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svn-id: r9888
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additioal support.
svn-id: r9887
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block surfaces. (A block surface is a 64x64 tile of a parallax layer.)
I've also done a few things to try and optimize the drawing:
* The back buffer is no longer cleared between frames. This may cause
regressions, but I do believe that the entire picture area is always
completely re-rendered for each frame.
As a result of this, the menu code is now responsible for clearing the
icon areas itself.
* A few unnecessary copy_rect() calls were commented out in favor of one
big copy_rect() in ServiceWindows().
* Completely opaque block surfaces are copied with memcpy(), one line at a
time.
Unless we manage to add intelligent screen redrawing, I don't think it will
get that much faster than this, though there is some unnecessary data
copying in DrawSprite() that could be removed.
And the game is still a terrible CPU hog. I believe the animation runs at
approximately 12 fps. If there's still time left, it will pump out further
frames to get smooth scrolling. We ought to put a cap on that, and if it
has already reached the scroll target it should sleep for the rest of the
render cycle.
svn-id: r9886
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svn-id: r9885
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svn-id: r9884
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Still need to work out resource differences
svn-id: r9883
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svn-id: r9882
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svn-id: r9881
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do for the other game engines.
svn-id: r9880
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I don't know if I got it right - the result doesn't look that great to me -
but at least the infrastructure is there.
This, I think, marks the point where BS2 graphics is pretty much done. Some
functions haven't been unstubbed yet, but I believe they're used for
debugging and/or profiling. I'm not sure they're worth the trouble.
Of course, there is still testing and clean-ups to make. For instance, I'd
like DrawSprite() to use malloc() a bit less.
svn-id: r9879
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code to be more in line with the ScummVM coding style.
svn-id: r9878
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svn-id: r9877
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svn-id: r9876
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get to hear sound as well
svn-id: r9875
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svn-id: r9874
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Fix is only for EGA games so far.
svn-id: r9873
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svn-id: r9872
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afraid it might break "speech.clu opening" for someone else..I'm confused as to how this all works. heh.
Anyway, if you hear no voices: this is probably where to look.
svn-id: r9871
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svn-id: r9870
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svn-id: r9869
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only uploaded to the backend if fadeNow == RDPAL_INSTANT. Otherwise, assume
that FadeServer() will do it for us, eventually.
I think this is the correct behaviour, and it prevents the bug where the
unfaded room image might flash by briefly when moving the mouse while
changing rooms.
svn-id: r9868
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sprites are drawn, but I think that's how it should be.
1: No bells or whistles.
2: This setting adds sprite blending, e.g. the smoke at the docks or the
display cases at the Glease Gallery.
3: This setting adds light map support, e.g. when walking under the shack
at the docks.
4: This setting adds better scaling algorithms.
The first three settings should work fine now. In fact, the third setting
is what we used to implement. The fourth setting still needs work and
testing. I've added code for downscaling case, but frankly I'm not
convinced the result is any better than with the simpler scaler. I usually
can't even tell the difference.
Of course, my translation of the original code could very well be buggy.
svn-id: r9867
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order to fix the Full Throttle end credits. I guess I should have added a
comment about that. :-)
svn-id: r9866
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svn-id: r9865
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seems to be off 1 pixel vertically (?), and actors still leave dirt
svn-id: r9864
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svn-id: r9863
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_imgBufOffs entries always contain the value of the last valid one)
svn-id: r9862
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svn-id: r9860
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svn-id: r9859
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Update comment
svn-id: r9858
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svn-id: r9857
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svn-id: r9856
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completely soon, so don't use it unless you really, really need to.
svn-id: r9855
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for the making it a timer handler. This should eliminate the occasional
glitches I've been seeing with fades not being completed.
I'm also hoping that it will fix the problem where the game would sometimes
hang when moving between rooms. I know that at least once when I had that
happen to me the game was busy-waiting for the palette to fade.
At the very least, it's one place less to worry about thread-safety in.
svn-id: r9854
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drawing blast text after blast objects
svn-id: r9853
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svn-id: r9852
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svn-id: r9851
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svn-id: r9850
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for everyone?
svn-id: r9849
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svn-id: r9848
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svn-id: r9847
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sensitive filesystems
svn-id: r9846
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svn-id: r9845
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svn-id: r9844
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than telling it to load a slot as it validates the saves and doesn't try to load a non existent save etc, its also similiar to what the original did (any command line params at all would load the restore menu)
svn-id: r9843
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