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2012-02-24KYRA: (EOB) - fix save file thumbnail generation in CGA/EGA modeathrxx
2012-02-24COMMON: distinguish between 256 colors and 16 colors PC-98 rendering modesathrxx
KYRA 1 PC-98 supports both modes in the same target. The desired mode can now be selected in the rendering options. We did have good support for the 16 colors mode of KYRA 1 already. This mode could not really be selected though (except by manually modifying the config file or the code).
2012-02-24KYRA: (EOB) - cleanup CGA/EGA code a bitathrxx
2012-02-24DREAMWEB: Migrate remaining minor functions to using datafile prefix variable.D G Turner
Currently, the usages associated with savegames have been omitted. These will probably need a different prefix constant as it is likely foreign variants still use "DREAMWEB.*" for savegames, while using a different prefix for the datafiles. We may even migrate away from this naming convention as this causes savegame collisions when multiple language variants are present, which could cause issues. The usages in the Room members of the constant g_roomData structure have also been omitted, as the members are copied into the savegame format, thus replacing these and fixing other accesses is not trivial.
2012-02-24DREAMWEB: Migrate loadTextFile() to using datafile prefix variable.D G Turner
2012-02-24DREAMWEB: Migrate loadGraphicsFile() to using datafile prefix variable.D G Turner
2012-02-24DREAMWEB: Migrate loadSounds() to using datafile prefix variable.D G Turner
2012-02-24DREAMWEB: Migrate loadTempText() to using datafile prefix variable.D G Turner
2012-02-24DREAMWEB: Add datafile name prefix to engine and modify showPCX() to it.D G Turner
This new variable removes the need for duplicates strings of the form "DREAMWEB.*" spread throughout the dreamweb engine, replacing them with a common const string on the engine holding the datafile name prefix. This will reduce binary size and it should also simplify adding support for foreign language variants, where the datafile name prefix is changed. To demostrate usage and prove this, showPCX() is migrated to using this.
2012-02-24BUILD: Add Copying.FREEFONT to Windows installer script.Travis Howell
2012-02-24SCUMM: Add 2 not yet recognized MD5s from Dutch Putt-Putt 3 in 1 CDBen Castricum
2012-02-24SCUMM: Add windows platform detection for several HES games/demosBen Castricum
2012-02-24CGE: Use WRITE_LE_UINT16 for unaligned writes.Alyssa Milburn
2012-02-24TSAGE: More properly implemented resource streaming for R2R animation playerPaul Gilbert
2012-02-23Merge pull request #189 from fingolfin/cleanupEugene Sandulenko
ALL: Cleanup
2012-02-24IPHONE: Only update on screen mouse coordinates when it's needed.Johannes Schickel
2012-02-24IPHONE: Cleanup mouse cursor handling slightly.Johannes Schickel
Now the scaling etc. will be precalculated instead of being done on every frame.
2012-02-24IPHONE: Clean up mouse texture coordinate handling.Johannes Schickel
2012-02-24IPHONE: Move some global variables to iPhoneView.Johannes Schickel
2012-02-24IPHONE: Add a mouse texture buffer surface to VideoContext.Johannes Schickel
2012-02-23Merge pull request #171 from clone2727/psx-stream-2Willem Jan Palenstijn
This is a manual merge based on clone2727's merge of his branch with the sword1 subtitle changes on master.
2012-02-23SWORD1: Add some TODO's for PSX stream subtitlesMatthew Hoops
And some other minor cleanup
2012-02-23SWORD1: Add support for the PSX demo videosMatthew Hoops
2012-02-23VIDEO: Clarify which PSX streams we can playMatthew Hoops
2012-02-23VIDEO: Make PSX streams calculate frame timing solely from CD speedMatthew Hoops
BS2 videos now play at the proper rate and BS1 videos have improved a/v sync.
2012-02-23VIDEO: Implement PSX stream v3 frame supportMatthew Hoops
2012-02-23SWORD2: Add support for PSX stream playbackMatthew Hoops
2012-02-23SWORD1: Add support for PSX stream playbackMatthew Hoops
2012-02-23VIDEO: Add a PlayStation stream decoderMatthew Hoops
To be used for sword1/sword2 PSX video playback
2012-02-23DREAMWEB: Dynamically allocate GraphicsFile::_frames.Alyssa Milburn
This avoids extra memory usage due to the previous commit.
2012-02-23DREAMWEB: Remove shared temp graphics variables.Alyssa Milburn
Instead, have a different variable for each use.
2012-02-23IPHONE: Fix mouse coordinates for hi res games.Johannes Schickel
2012-02-23IPHONE: Directly use the game screen's texture buffer.Johannes Schickel
This gets rid of another intermediate buffer.
2012-02-23IPHONE: Directly use the overlay's texture buffer instead of another ↵Johannes Schickel
intermediate buffer.
2012-02-23IPHONE: Move screen and overlay texture buffer to VideoContext.Johannes Schickel
2012-02-23IPHONE: Add a constructor to VideoContext.Johannes Schickel
2012-02-23IPHONE: Add aspect ratio correction to iPhoneGavin Hayler
2012-02-23IPHONE: Let iPhoneView and OSystem_IPHONE share the same VideoContext.Johannes Schickel
This allows for better sharing between the current video state in the view and the OSystem implementation. This also gets rid of most C interface functions for calling ObjC code.
2012-02-23IPHONE: Silence a few signed/unsigned integer comparison warnings.Johannes Schickel
2012-02-23IPHONE: Use VideoContext in OSystem_IPHONE.Johannes Schickel
2012-02-23IPHONE: Move overlay visibility status to VideoContext.Johannes Schickel
2012-02-23IPHONE: Move VideoContext definition to iphone_common.h.Johannes Schickel
2012-02-23IPHONE: Move mouse coordinate conversion code to iPhoneView.Johannes Schickel
2012-02-23IPHONE: Move graphics related OSystem code to a ObjC++ file.Johannes Schickel
2012-02-23IPHONE: Move projection setup code to its own method.Johannes Schickel
2012-02-23IPHONE: Remove some more dead code.Johannes Schickel
2012-02-23IPHONE: Move setFilterModeForTexture to iPhoneView.Johannes Schickel
2012-02-23IPHONE: Slight formatting fix.Johannes Schickel
2012-02-23IPHONE: Fix scale offset addition in the mouse coordinate code.Johannes Schickel
Formerly the overlay and game screen offset was swapped.
2012-02-23IPHONE: Create a struct for shared video context variables.Johannes Schickel