Age | Commit message (Collapse) | Author |
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svn-id: r53814
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svn-id: r53812
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svn-id: r53811
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svn-id: r53810
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svn-id: r53809
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It seems some Android versions and devices (eg Droid) don't implement
eglChooseConfig according to spec and the first result isn't the best
choice. Implement our own filtering / scoring to workaround this.
svn-id: r53808
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svn-id: r53807
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svn-id: r53806
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svn-id: r53805
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The new one copies into a temp buffer and only does one
glTexSubImage2D. I'm led to believe that this is faster on some
devices (but slower on others). Disabled for now, but someone might
want to try both versions on their slow device.
Also manually set glColor before calling DrawTexiOES, following
mention of a bug in a discussion I stumbled across. DrawTexiOES-use
is disabled for now, so this is a noop.
svn-id: r53803
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This appears to work around a blank screen bug Nexus1. I never
tracked it down, but as far as I can tell it is triggered by multiple
overlapping updates before flushing the texture to screen. This
condition only happens in the overlay atm so an extra redraw isn't the
end of the world.
(Also remove an unused _full_screen_dirty property)
svn-id: r53801
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svn-id: r53799
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svn-id: r53796
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Fix the bug where Blount stops in the middle of big ladders.
svn-id: r53794
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Fix the bug where blount keeps moving between two steps
of wide stairs.
svn-id: r53793
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svn-id: r53792
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Make the direction a named enum and create a function moveDirection()
for increasing coordinates according to a direction.
svn-id: r53791
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svn-id: r53790
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svn-id: r53789
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svn-id: r53788
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svn-id: r53787
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svn-id: r53785
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As per Littleboy's request.
svn-id: r53784
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svn-id: r53783
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svn-id: r53782
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svn-id: r53781
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svn-id: r53780
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svn-id: r53779
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- Properly free allocated memory in resetCommand()
- Make sure _commandParams strings are null-terminated
svn-id: r53778
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svn-id: r53777
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svn-id: r53776
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caused by r53068, triggered bug #3092840 (SQ5 genetix lab scaled incorrectly when laying course) - thx to digitall for bisect
svn-id: r53775
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svn-id: r53774
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Common::Array
svn-id: r53773
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(This version has been found on original floppies)
svn-id: r53772
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This fixes an issue with the <default> setting in the GM and MT-32 device tabs that has caused some complaints and discussions on -devel. It might also be what bug #3088438 is about.
With a <default> setting ScummVM would just use the first available MIDI device (even if this is the not really well working MT-32 emulator). This <default> setting was also indeed set by default - making it even more annoying.
Now there is a new setting for both the GM and MT-32 device tabs ("Don't use GM/MT-32 music").
This will cause MIDI device detection to be skipped and the best of the other devices (Adlib etc.) to be used. This new setting is used as default. So users who haven't specified anything will get Adlib, PC Speaker etc. (if supported by the engine) even if the engine prefers Midi.
There is a new "Use first available device" setting which will have the same effect as the "<default>" setting we had before.
svn-id: r53771
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All full versions of the game are multiplatform Dos/Win/Mac
and the demo is Dos/Win
svn-id: r53770
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This code should be enabled, when we decide to enable m_kiewitz' code to
disable the console window. Also we should add the command to the --help
output etc.
svn-id: r53769
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svn-id: r53768
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feature is currently commented out - waiting till discussion has ended
svn-id: r53767
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svn-id: r53766
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It broke the launcher after adding new games.
svn-id: r53765
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svn-id: r53764
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svn-id: r53763
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svn-id: r53762
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The sequence data for the forest sequence in the Kyra PC-98 intro has no delay opcodes making it play way too fast on modern systems. This workaround adds the same delay opcodes to the sequence data that the other Kyra versions have.
svn-id: r53761
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svn-id: r53760
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svn-id: r53759
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svn-id: r53758
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The interlaced part is untested since I do not know any place
in the game where interlaced data is used.
svn-id: r53757
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