Age | Commit message (Collapse) | Author | |
---|---|---|---|
2011-03-14 | ANDROID: Clear fake palette after allocating | dhewg | |
Gets rid of funky gfx artifacts on the overlay | |||
2011-03-14 | ANDROID: Implement grabOverlay() | dhewg | |
2011-03-14 | ANDROID: Extend clearScreen to take care of all cases | dhewg | |
Hopefully that'll help me to not forget about the double buffering. This fixes some gfx leftovers when not running games in fullscreen mode. | |||
2011-03-14 | ANDROID: Update screen rects on surface changes | dhewg | |
Fixes regression introduced with 4267011e | |||
2011-03-14 | SCI: Got rid of VERIFY() and removed some newlines in error messages | md5 | |
2011-03-14 | SCI: Ignore some more leftovers scripts in the find_callk console command | md5 | |
2011-03-14 | SCI: Removed obsolete comment about kDoBresen() | md5 | |
2011-03-13 | SCI: Add workaround for a QFG1 VGA Mac kFormat bug | Matthew Hoops | |
Also, fix the kernel signature for kFormat to require two parameters | |||
2011-03-13 | ANDROID: Clip mouse coordinates | dhewg | |
2011-03-13 | ANDROID: Don't merge mouse move events | dhewg | |
Breaks more than it solves | |||
2011-03-13 | ANDROID: Center mouse on overlay visibility changes | dhewg | |
2011-03-13 | ANDROID: Add graphics mode for linear filtering | dhewg | |
2011-03-13 | ANDROID: Fix texture clear color | dhewg | |
2011-03-13 | ANDROID: Remove leftover TODO | dhewg | |
Resolved with a93229c and 2721e28 | |||
2011-03-13 | ANDROID: Add support for video feature flags | dhewg | |
kFeatureFullscreenMode and kFeatureAspectRatioCorrection are supported now. The former prevents scaling to the full display - it scales one axis and keeps the game AR. | |||
2011-03-13 | ANDROID: Some texture convinience functions | dhewg | |
2011-03-13 | TOON: Add more dirtyRect checks | sylvaintv | |
2011-03-13 | SCI: Fixed version and scene transitions for SCI1 Mac games | md5 | |
2011-03-13 | SCI: Fixed the flashing icon bar in the Mac version of Castle of Dr. Brain | md5 | |
Thanks to waltervn for his work and help on this | |||
2011-03-13 | SCI: Cleanup | md5 | |
2011-03-13 | SCI: Fixed regression of rev b1055a3c86. Japanese games should work again | md5 | |
2011-03-13 | SCI: Add reference to related bug to comment | Willem Jan Palenstijn | |
2011-03-13 | ANDROID: Add missing updateScreen() calls | dhewg | |
2011-03-13 | ANDROID: Prevent unnecessary reallocs | dhewg | |
2011-03-13 | ANDROID: Buffer 16bit texture contents | dhewg | |
Same issue as in the last commit: glTexSubImage2D is slow, so cache all copyRect*() calls in a buffer, and update the dirty rect once when drawing. Reduces CPU usage on 16bit games significantly. Also, lockScreen() returns now pixel data for non-CLUT8 games instead of asserting. | |||
2011-03-13 | ANDROID: Don't use compressed textures for the game screen | dhewg | |
Some GLES drivers suck so much that uploading data to the GPU takes ages. CLUT8 games now use a faked paletted texture, which internally uses a RGB565 hardware texture (Android's native pixel format). This seems to be the only way to efficiently implement constant changing textures with GLES1 - at the cost of extra buffers. Then again, we can now use glTexSubImage2D to only update the dirty rects, which wasn't possible before because glCompressedTexSubImage2D is only usable on GLES2. This commit does exactly that. Overall, the CPU usage is massively reduced for CLUT8 games. | |||
2011-03-13 | SCI: Restore full object state after collision in DoBresen | Willem Jan Palenstijn | |
This makes the workaround for the hang in the Colonel's Bequest shower scene (bug #3122075) unnecessary. | |||
2011-03-13 | SWORD1: Don't set the same cursor on every frame | dhewg | |
Removes unnecessary overhead on the backend when the cursor has just one frame. | |||
2011-03-13 | SCI: Added another version of QFG1 / Hero's Quest (bug #3206006) | md5 | |
2011-03-13 | SCI: Fix warning | Willem Jan Palenstijn | |
2011-03-12 | SCI: Continue disasm until no jumps go past the current opcode | Willem Jan Palenstijn | |
This should ensure disasm will disassemble an entire function, and not stop at an intermediate ret opcode. | |||
2011-03-12 | SCI: Added proper fix for bug #3048054 - "LONGBOW: crash when opening hand code" | md5 | |
This was caused by a buggy script, most probably the result of an incorrect copy/paste while processing the original script. Fixed with a script patch. | |||
2011-03-12 | SCI: Some changes to the "dissassemble" command | md5 | |
Fixed a bug (the "bwt" and "bc" options were inversed) and added the ability to skip a defined number of ret calls, useful when a function continues after a ret call | |||
2011-03-12 | SCI: Added automatic detection for several selectors | md5 | |
This ensures that these selectors will be detected regardless of the game ID, when they're missing | |||
2011-03-12 | ANDROID: Convinience make target for testing | dhewg | |
2011-03-12 | ANDROID: Use 16bit pixel formats on CLUT8 textures | dhewg | |
This reduces the CPU usage on 640x480 games by ~5% on my droid when reuploading the textures to the GPU | |||
2011-03-12 | ANDROID: Cleanup | dhewg | |
2011-03-12 | ANDROID: Remove redundant variable | dhewg | |
2011-03-12 | ANDROID: Add more paletted texture types | dhewg | |
2011-03-12 | ANDROID: Cleanup paletted textures | dhewg | |
2011-03-12 | ANDROID: Get rid of ugly casts | dhewg | |
2011-03-12 | SCI: Moved a heap patch from kScriptID() into script_patches.cpp | md5 | |
2011-03-11 | SCI: Clarify fix for KQ5 witch freeze bug #3034714 | Willem Jan Palenstijn | |
The cause for this bug turns out to be a corrupt object that as a side effect accidentally bypasses its own corruption. See the added comments for details. Also add a warning that points out similarly corrupted objects. | |||
2011-03-11 | AUDIO: Fix some whitespaces | dhewg | |
2011-03-11 | AUDIO: Work around ARM code volume limits | dhewg | |
The ARM specific rate converters work with 8bit volume vars. Limit volumes to 0xff to prevent crackling. | |||
2011-03-11 | MOHAWK: Don't warn about odd LB version record sizes. | Alyssa Milburn | |
2011-03-11 | MOHAWK: Seek to first frame on kLBOpRewind. | Alyssa Milburn | |
This might need some further thought when implementing more complex seeking for the later games, but works for now. | |||
2011-03-11 | SCI: Fixed bug #3034714 - "KQ5CD: ScummVM freezes in dark forest" | md5 | |
This is a heap patch for an odd object used in that scene, which will suffice for now (until we find why this works in SSCI). Thanks to wjp for his help and work on this | |||
2011-03-11 | MOHAWK: Fix intro finish notify in LB poetry mode. | Alyssa Milburn | |
2011-03-10 | SCI: Fix mouse positions in upscaled games | Matthew Hoops | |
A regression from 463e475bd65 |