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2003-08-29My last commit was wrong, this is correct solution.Travis Howell
svn-id: r9908
2003-08-29Fix verbs been shown in cutscenes in v1-v2 games if loading/saving during ↵Travis Howell
cutscene. svn-id: r9907
2003-08-29Disabled debug output. (I really need to get the debug message level toTorbjörn Andersson
work for BS2! :-) svn-id: r9906
2003-08-29Change zak room color remapping, so it work correctly after load/save in ↵Travis Howell
room with remapped colors. svn-id: r9905
2003-08-29Added some code to stop producing interpolation frames if the scene hasTorbjörn Andersson
already reached its scroll target. This keeps BS2 from using all available CPU time all of the time. It may still be that we need a mechanism for throttling the frame rate when the scene is moving towards a scroll target, but my computer isn't really fast enough to test that. Two other bugs fixed in the process: * I think the last frame of the render cycle was rendered, but not displayed. If so, that should be fixed now. * I discovered that there are cases where we do need to clear the screen (e.g. at the "Meanwhile..." message when George has found out about the Glease Gallery), so I've re-enabled the function and disabled it in the render cycle. svn-id: r9904
2003-08-29Cleanup.Torbjörn Andersson
svn-id: r9903
2003-08-29Only needed for versions 1 - 4Travis Howell
svn-id: r9902
2003-08-29Replaced VER_V* notation for savegames withJamieson Christian
a simple number. So that it's still obvious that the number refers to version, a VER() macro does nothing to the number but makes it obvious what the number is for. This has the exact same effect as the enum that was going to get more and more lengthy as the savegame version evolved. svn-id: r9901
2003-08-29Added _roomPalette to savegame.Jamieson Christian
Savegame version now at 21. svn-id: r9900
2003-08-29Fix for bug [770687] MI1: palette effect missingJamieson Christian
Added support for CC resources in small-header games. Right now this is enabled for monkeyvga only. loomcd has CC resources but they don't make any sense, and the game doesn't use palette effects anyway. svn-id: r9899
2003-08-29don't try to read objectRoomTable for HEv7 games right nowJonathan Gray
svn-id: r9898
2003-08-29make the 2nd gen windows based humongous games that have things like a ↵Jonathan Gray
different layout in the MAXS block at least start the bootscript, added pjs-demo target to test with svn-id: r9897
2003-08-28fix killLastWordOliver Kiehl
svn-id: r9896
2003-08-28double cursor animation speed (see bug #757191)Max Horn
svn-id: r9895
2003-08-28add readINI stub (a HEv7 op)Jonathan Gray
svn-id: r9894
2003-08-28clean up humongous v7 index file block handlingJonathan Gray
svn-id: r9893
2003-08-28I forgot to commit this file earlier. (It's only a FIXME comment anyway.)Torbjörn Andersson
svn-id: r9892
2003-08-28Remove junkTravis Howell
svn-id: r9891
2003-08-28Update warnings in mingw makefile.Travis Howell
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
2003-08-28revert previous broken commit which didn't logically make sense as it was ↵Jonathan Gray
checking for negative on an unsigned number, and would have broken several things if it compiled svn-id: r9889
2003-08-28Fix regression that caused subtitles to always be shown in loomcdTravis Howell
svn-id: r9888
2003-08-28Leave small_header color cycle resource disabled for now, since it needs ↵Travis Howell
additioal support. svn-id: r9887
2003-08-28Removed the Surface class in favor of small struct specially made for theTorbjörn Andersson
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
2003-08-28CleanupTorbjörn Andersson
svn-id: r9885
2003-08-28Fixed format string error.Torbjörn Andersson
svn-id: r9884
2003-08-28Load older Color Cycling resource.Travis Howell
Still need to work out resource differences svn-id: r9883
2003-08-27V1 games are now supportedTravis Howell
svn-id: r9882
2003-08-27Force redraw so copy protection screen in monkeyega/vga is shown correctly.Travis Howell
svn-id: r9881
2003-08-27Add code to check for game-specific scaler and fullscreen settings, like weTorbjörn Andersson
do for the other game engines. svn-id: r9880
2003-08-27Added code for smoothing upscaled sprites (for the highest detail setting).Torbjörn Andersson
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
2003-08-27Unstubbed DimPalette() (used when pausing the game) and re-indented theTorbjörn Andersson
code to be more in line with the ScummVM coding style. svn-id: r9878
2003-08-27OoopsTravis Howell
svn-id: r9877
2003-08-27Update newsTravis Howell
svn-id: r9876
2003-08-27use file class for speech so people with clusters in different directories ↵Jonathan Gray
get to hear sound as well svn-id: r9875
2003-08-27Add change ot fix pallete issue in 256 color small_header gamesTravis Howell
svn-id: r9874
2003-08-27Fix room palette issues in small_header games.Travis Howell
Fix is only for EGA games so far. svn-id: r9873
2003-08-27errr. this shouldn't have been committedJoost Peters
svn-id: r9872
2003-08-27Basic speech code, the change in speech.cpp is needed for me, but I am ↵Joost Peters
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
2003-08-26Revert v1 zak face costume color nack to 8, since palette is fixed.Travis Howell
svn-id: r9870
2003-08-26Fix room colors in v1 zakTravis Howell
svn-id: r9869
2003-08-26Handle the fadeNow parameter to BS2_SetPalette() so that the palette isTorbjörn Andersson
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
2003-08-26The graphics detail settings partially work now. They only affect howTorbjörn Andersson
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
2003-08-26Actually, we used to draw blast text after blast objects. I changed theTorbjörn Andersson
order to fix the Full Throttle end credits. I guess I should have added a comment about that. :-) svn-id: r9866
2003-08-25cleanupMax Horn
svn-id: r9865
2003-08-25fix actor position in V1 games (by eyeballing the original in dosbox); still ↵Max Horn
seems to be off 1 pixel vertically (?), and actors still leave dirt svn-id: r9864
2003-08-25v1 masking fixesMax Horn
svn-id: r9863
2003-08-25fixing off-by-one buglet (harmless in 99% of cases since the 'invalid' ↵Max Horn
_imgBufOffs entries always contain the value of the last valid one) svn-id: r9862
2003-08-25check for costume format, not engine versionMax Horn
svn-id: r9860
2003-08-25implemented V1/C64 object masking, and simplified drawStripC64Mask a bitMax Horn
svn-id: r9859
2003-08-25This fix should be v2 onlyTravis Howell
Update comment svn-id: r9858