Age | Commit message (Collapse) | Author | |
---|---|---|---|
2011-03-06 | TOON: Fix global package loading | sylvaintv | |
2011-03-06 | OPENGL: Fix compilation for --disable-16bit | dhewg | |
2011-03-06 | SCI: Some changes to picture drawing | md5 | |
- Fixed picture drawing for Longbow Amiga (view drawing is still wrong, though) - Added debug output for picture drawing | |||
2011-03-05 | ANDROID: Fix warning | dhewg | |
2011-03-05 | ANDROID: Fix 16bit cursors | dhewg | |
I hate this code | |||
2011-03-05 | ANDROID: Proper fillBuffer() for non CLUT8 colors | dhewg | |
2011-03-05 | ANDROID: Rename function for less confusion | dhewg | |
2011-03-05 | TOON: Integrated resource cache patch by eriktorbjorn | sylvaintv | |
Reduced global memory usage of the game Global PAK files are not loaded entirely anymore | |||
2011-03-05 | SCI: Further clarify comment | Lars Skovlund | |
2011-03-05 | GRAPHICS: Add support for PE cursors in WinCursorGroup | Matthew Hoops | |
Only 1bpp still | |||
2011-03-05 | ANDROID: Clear screen on initSize() | dhewg | |
2011-03-05 | ANDROID: Add initial 16bit gfx support | dhewg | |
Supported pixel formats: 565, 5551, 4444 Missing: 555 (doesn't exist on GLES) | |||
2011-03-05 | MOHAWK: Implement Mechanical opcode 122, elevator go down timer | Bastien Bouclet | |
2011-03-05 | SCI: Cleared up the different view types and ordered them by color count | md5 | |
2011-03-05 | SCI: Added some support code for Longbow Amiga | md5 | |
2011-03-05 | AGI: Kill the timer based counter | dhewg | |
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. | |||
2011-03-05 | ANDROID: Reduce mem usage of fillBuffer() | dhewg | |
2011-03-05 | ANDROID: Merge updateTexture() | dhewg | |
2011-03-05 | ANDROID: Remove some vtable overhead on textures | dhewg | |
2011-03-04 | GRAPHICS: Split the NE cursor code from the NEResources class | Matthew Hoops | |
Now the code lies in Graphics and all cursors are not cached upon opening an exe. The engine is now in charge of caching which cursors it wants. | |||
2011-03-04 | SCI: Fix Mac icon bar palette match order | Matthew Hoops | |
2011-03-05 | SCI: Add comment. | Walter van Niftrik | |
2011-03-04 | SCI: Remove SCI version check from READ/WRITE_SCI1ENDIAN_UINT16. | Walter van Niftrik | |
2011-03-04 | ANDROID: Clear game texture on initSize() | dhewg | |
Gets rid of leftovers | |||
2011-03-04 | ANDROID: Cleanup | dhewg | |
2011-03-04 | ANDROID: Fix slightly off while loop | dhewg | |
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. | |||
2011-03-04 | GROOVIE: Mark overwritten members as virtual | dhewg | |
2011-03-04 | ANDROID: Reindent manifest | dhewg | |
2011-03-04 | ANDROID: Remove 'persistent' from the manifest | dhewg | |
That's a flag valid only for apps build into the system image | |||
2011-03-04 | SCI: Fix reg_t ASCII printing in debugger for BE. | Walter van Niftrik | |
2011-03-04 | SCI: Use BE string handling for Mac games. | Walter van Niftrik | |
2011-03-04 | SCI: Some palette related changes | md5 | |
- 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 | |||
2011-03-04 | SCI: Cleaned up some view type checks | md5 | |
2011-03-04 | SCI: Enable fade transitions for SCI1 EGA games | md5 | |
2011-03-04 | SCI: Fix flood fill matching in EGA mode | Willem 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. | |||
2011-03-04 | SCI: Added support for 16/32 color view and picture patches | md5 | |
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. | |||
2011-03-04 | SCI: Added a comment for the additional code in kDisplay | md5 | |
This extra code that is responsible for changing text placing has been found in SCI1 middle (i.e. LSL1VGA) and newer games | |||
2011-03-04 | SCI: Amiga SCI1 middle games are actually SCI1 late | md5 | |
This fixes a lot of glitches, caused by the differences between the two versions | |||
2011-03-04 | SCI: Fixed a issue with signed characters in setChar() | md5 | |
This was visible in the password of LSL5 Amiga. Thanks to waltervn for finding this | |||
2011-03-04 | TESTBED: Update rotatePalette() to use an RGB palette | md5 | |
2011-03-04 | NEWS: Remove SVN references | Matthew Hoops | |
2011-03-04 | SCI: Don't patch save/restore dialogs in Phantasmagoria | md5 | |
That game has its own custom made save/load system | |||
2011-03-04 | SCI: Removed warning from kReadNumber | md5 | |
2011-03-04 | SCI: Add fixme for EGA flood fill bug (#3078365) | Willem Jan Palenstijn | |
2011-03-04 | SCI21: Now replacing save/restore dialogs in SCI2.1 and newer games | md5 | |
2011-03-04 | SCI21: kSave(1) is kRestoreGame | md5 | |
2011-03-04 | SCI: Removed a hack for SCI1 Amiga games in setOnScreen() | md5 | |
2011-03-04 | SCI: Amiga SCI1 middle games use the new PC SCI1 late transition effects | md5 | |
2011-03-04 | SCI: Improved debug output of validate_property() | md5 | |
2011-03-03 | ANDROID: Don't wipe paletted textures on reinit | dhewg | |
The content of a paletted texture is in _surface.pixels. When recreating the surface, don't wipe its data unnecessarily. This fixes gfx garbage on CLUT8 games/cursors when leaving and going back to ScummVM |