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2017-07-06SDL: Fix compilation with SDL1.2Colin Snover
2017-07-07I18N: Update translations templatesThierry Crozat
2017-07-06SCI32: Fix bad palette entries when built without USE_RGB_COLORColin Snover
This is only a problem for the Windows games that need some palette entries to be ignored.
2017-07-06SCI32: Refactor DuckPlayer to use common video playback codeColin Snover
This lets DuckPlayer support configurable black-lined video and configurable high-quality scaling.
2017-07-06SCI32: Refactor Video32 code to reduce code & feature duplicationColin Snover
2017-07-06SCI32: Improve playback quality of SEQ videosColin Snover
2017-07-06SCI32: Improve kPlayVMD renderingColin Snover
1. Added a new game option for linear interpolation when scaling overlay-mode video in ScummVM builds with USE_RGB_COLOR; 2. Implemented SCI2.1-variant of the VMD player renderer (fixes Trac#9857), which bypasses the engine's normal rendering pipeline; 3. Improved accuracy of the SCI3-variant of the VMD player by writing HunkPalettes into the VMD's CelObjMem instead of submitting palettes directly to GfxPalette32.
2017-07-06SCI32: Improve kShowMovieWin (AVI) renderingColin Snover
1. Added a new game option for linear interpolation when scaling video in ScummVM builds with USE_RGB_COLOR; 2. 8bpp videos that put black in a palette index other than 0 (KQ7) should now always render correctly without the earlier game-specific workarounds which did not work very well; 3. Data from game scripts regarding video size and position are now ignored, since games always just try to show videos in the middle of the screen, but frequently get this a little bit wrong, causing either bad aspect ratios or off-center videos; 4. Builds without USE_RGB_COLOR support will not crash when attempting to play >8bpp AVIs, like those from KQ7 2.00b. Fixes Trac#9843, Trac#9762.
2017-07-06SCI32: Remove useless callColin Snover
The show list is already cleared by showBits so it does not need to be cleared a second time.
2017-07-06SCI32: Work around bogus palette entries in select Windows gamesColin Snover
2017-07-06SCI32: Remove magic numbers in HunkPaletteColin Snover
2017-07-06SCI32: Remove unused method declarationColin Snover
2017-07-06SCI32: Update mouse position for rendering in all frameOutsColin Snover
2017-07-06SCI32: Add workaround for SQ6Colin Snover
2017-07-06COMMON: Add yet another GUIO option flagColin Snover
SCI engine has very many game options.
2017-07-06GRAPHICS: Allow nearest neighbor scaling of 1Bpp and 2Bpp TransparentSurfacesColin Snover
This is one small step toward allowing more shared usage of existing scaling code.
2017-07-06SCI32: Allow skipping SEQ animationsColin Snover
In SSCI, SEQ animations cannot be skipped.
2017-07-06SCI32: Centralise OSystem screen updatesColin Snover
2017-07-06SCI32: Stop setting unused palette timestamp propertyColin Snover
2017-07-06SCI32: Speed up & deduplicate palette submission codeColin Snover
2017-07-06SDL: Only recreate SDL2 window when necessaryColin Snover
Destroying and recreating the SDL window whenever the video mode changes in SDL2 is not necessary and causes several problems: 1. In windowed mode, the game window shifts position; 2. In fullscreen mode in macOS, every time the window is recreated, it causes the OS to play its switch-to-fullscreen animation again and emit system alert noises; 3. The window content flickers; and 4. The engine loses events from the old destroyed window. This patch changes the SDL backend code to avoid destroying and recreating the SDL window when using SDL2, except when switching OpenGL modes, since there is no way to change the OpenGL feature of a window. There are still some outstanding issues with OpenGL where window size ends up getting reset even though the user has resized it; this will probably need to be addressed at some point in another patch. Thanks to @bgK and @criezy for their feedback which made this patch much better. Co-Authored-By: Bastien Bouclet <bastien.bouclet@gmail.com>
2017-07-06TITANIC: Fix Arboretum Winter view enter animationPaul Gilbert
2017-07-06TITANIC: Fix NPC conversation crashPaul Gilbert
2017-07-06TITANIC: Mark a few more sound playbacks as speechPaul Gilbert
2017-07-06TITANIC: Fix ship announcements with no contentPaul Gilbert
2017-07-06TITANIC: Added sound command to debuggerPaul Gilbert
2017-07-06TITANIC: Fix crash clicking on MissiveOMat login promptPaul Gilbert
2017-07-06TITANIC: Don't show Access Denied on MissiveOMat after successful loginPaul Gilbert
2017-07-05TITANIC: Fix Rooms Glyphs list only allowing a single custom entryPaul Gilbert
2017-07-05TITANIC: Fix refreshing inventory tooltip when chicken gets coldPaul Gilbert
2017-07-05TITANIC: Fix parrot to only eat hot plain chickensPaul Gilbert
2017-07-05MOHAWK: Myst: Poll for events every 10ms when waitingBastien Bouclet
2017-07-05MOHAWK: Use movie slots instead of movie ids for stored opcodesBastien Bouclet
Fixes Trac#9873.
2017-07-05TITANIC: Don't allow GMM save/loading during cutscenesPaul Gilbert
2017-07-05DIRECTOR: Make 3-ary processEvent privateTobia Tesan
2017-07-05DIRECTOR: Handle kEventPrepareMovie with 1-ary processEventTobia Tesan
2017-07-05DIRECTOR: Handle kEventExitFrame with 1-ary processEventTobia Tesan
2017-07-05DIRECTOR: Handle kEventNone with 1-ary processEventTobia Tesan
2017-07-05DIRECTOR: Handle kEventIdle with 1-ary processEventTobia Tesan
2017-07-05DIRECTOR: Add processSpriteEventTobia Tesan
2017-07-05DIRECTOR: Move executeImmediateScripts to lingo.cppTobia Tesan
2017-07-05DIRECTOR: Include director/frame.h and sprite.h in lingo.cppTobia Tesan
2017-07-05DIRECTOR: Move #define CHANNEL_COUNT to director.hTobia Tesan
2017-07-05DIRECTOR: Use 1-ary processEvent call to start movieTobia Tesan
Perahsp a specialized Lingo::start() would be better for clarity for this single one?
2017-07-05DIRECTOR: Add kEventStart case for processGenericEventTobia Tesan
2017-07-05DIRECTOR: Remove "primary event handler" commentTobia Tesan
According to D4 manual only mouse/key/timeout event can have primary handler
2017-07-05DIRECTOR: Handle keyDown in 1-ary processEventTobia Tesan
Might change semantics by calling the standard chain for input events. That is what the D4 docs suggest anyway.
2017-07-05DIRECTOR: Add kFrameScript callTobia Tesan
This follows from D4 docs. Changes semantics, *might* break stuff.
2017-07-05DIRECTOR: Reorder processInputEventTobia Tesan
2017-07-05DIRECTOR: Swap order of processEvent callsTobia Tesan
This appears to be the correct order from docs and makes code easier to reorder. *Might* break stuff though.