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2016-06-21SCI32: Implement kScrollWindowWillem Jan Palenstijn
These should be all the actually used subfunctions. Co-authored-by: Colin Snover <github.com@zetafleet.com>
2016-06-21SCI32: Implement line drawing (kAddLine/kUpdateLine/kRemoveLine)Colin Snover
This line drawing code lives in a remodelled GfxPaint32 class that is totally separate from GfxPaint16.
2016-06-21SCI32: Make GfxText32::_scaledWidth/Height staticsWillem Jan Palenstijn
They were global in SSCI. This way secondary GfxText32 instances (such as in ScrollWindow) use the correct scaling.
2016-06-21SCI32: Fix drawText on consecutive control codesWillem Jan Palenstijn
2016-06-21SCI32: Fix getTextWidth on consecutive control codesWillem Jan Palenstijn
2016-06-21SCI32: Add low-pass filter to 8-bit SOL audioColin Snover
This improves the perceived quality of audio in games that use 8-bit samples for music, like Torin.
2016-06-20SCI32: Add kDoSound(play) workaround for LSL6hiresColin Snover
2016-06-20SCI: Minor cleanup of kDoSoundColin Snover
Replaces unused kernel calls to use kEmpty, and set correct signatures for SCI32 kernel calls.
2016-06-20SCI32: Rewrite digital audio engineColin Snover
This provides a complete implementation of kDoAudio through SCI2.1mid, plus partial implementation of SCI3 features. Digital audio calls shunted through kDoSound have also been updated to go through the SCI32 audio mixer, though these shunts are a bit hacky because the ScummVM implementation of kDoSound does not currently match how SSCI kDoSound is designed. It is probably possible in the future to just replace the SCI1.1 audio code (audio.cpp) with the new SCI32 code, since the major differences seem to be that (1) SCI1.1 only supported one digital audio playback channel (this is configurable already), (2) it had extra commands for CD audio playback and queued sample playback.
2016-06-19SCI: Split audio sync to its own classColin Snover
SCI32 has its own audio handling code, but audio sync code is the same as SCI16.
2016-06-19AUDIO: Make WAV streams seekableColin Snover
This allows raw PCM in WAVE containers to have duration and be seekable, and opens the door for ADPCM streams to be seekable later if necessary. This change is needed to avoid duplication of RIFF/WAVE container parsing for SCI engine, which uses raw PCM WAVE files and needs to be able to determine their lengths.
2016-06-17GRAPHICS: Fix 1bpp BMP drawingEugene Sandulenko
2016-06-17ENGINES: Make splash more robust for non-standard screen sizesEugene Sandulenko
2016-06-17TONY: Safer string manipulationEugene Sandulenko
2016-06-17TONY: Complete class initializationsEugene Sandulenko
2016-06-17TINSEL: Fix class initializationEugene Sandulenko
2016-06-16NEWS: Fix missing whitespaceLothar Serra Mari
2016-06-16NEWS/DE: Mention newly supported gamesLothar Serra Mari
2016-06-16NEWS: Mention newly supported gamesEugene Sandulenko
2016-06-16PEGASUS: Fix some missing variable initializationsStrangerke
2016-06-15SHERLOCK: Fix compilation error with some gcc versionsThierry Crozat
Without this change the Apple gcc 4.0 compiler (the last version to support the MacOS X 10.4 SDK) generate a lot of errors regarding trying to initialise references to Sherlock::Scalpel::Talk with the address to a Sherlock::Talk object, or about forward declarations of Sherlock::Scalpel::Talk.
2016-06-15SCUMM HE: Removed unneeded warningEugene Sandulenko
2016-06-15SCUMM HE: Fix Moonbase distortion codecEugene Sandulenko
2016-06-15SCUMM HE: Plugged Moonbase distortion inEugene Sandulenko
2016-06-15SCUMM HE: Silence GCC "suggest parentheses" warningsTorbjörn Andersson
Thanks to sev for confirming that this is the intended expressions.
2016-06-15SCUMM HE: Fix GCC warnings about casting away [const] qualifiersTorbjörn Andersson
I hope this is correct. I don't know when the function is used.
2016-06-14SCI: Fix memory leaks in resource patcherColin Snover
2016-06-14SCI32: Fix video performance benchmarking in most SCI32 gamesColin Snover
Most SCI32 games draw a "fred" object to the screen when the game first starts to benchmark video performance. When framerate throttling is enabled (which fixes many/most timing-related bugs and reduces system load caused by unnecessary graphics updates), the game's performance check will think that video card is slow, causing some "high-performance" game features to be disabled. To avoid this, we simply disable throttling during benchmarking by detecting the "fred" object.
2016-06-14GRAPHICS: Initialize mask in FllodFill when requiredEugene Sandulenko
2016-06-14GRAPHICS: Add possibility to specify Fill maskmode in the constructorEugene Sandulenko
2016-06-14SCUMM HE: Simplify Moonbase distortion codeEugene Sandulenko
2016-06-14SCUMM HE: Initial Moonbase distortion codeEugene Sandulenko
2016-06-14PEGASUS: Initialize some variablesStrangerke
2016-06-13I18N: Regenerate translations data fileThierry Crozat
2016-06-13I18N: Update French translationThierry Crozat
2016-06-13I18N: Update Hungarian translation (from patch #1650)Thierry Crozat
2016-06-13MOHAWK: Engine classes initializationsEugene Sandulenko
2016-06-13GNAP: Specify highres in configure.engineStrangerke
2016-06-13SCI32: All versions of KQ7 are using the older remap range semanticsFilippos Karapetis
2016-06-13SCI32: Remove the unused newColors arrayFilippos Karapetis
2016-06-13SHERLOCK: Fix uninitialized variablesStrangerke
2016-06-13TOON: Fix uninitialized variableStrangerke
2016-06-12SCI: Fix uninitialized read in SoundCommandParserColin Snover
2016-06-12BBVS: Initialize SpriteModule classEugene Sandulenko
2016-06-12ANDROID: Relax manifest hardware requirements.Alyssa Milburn
This is necessary to make the package installable via Google Play for almost all modern devices.
2016-06-10TOLTECS: Initialized Animation classEugene Sandulenko
2016-06-10TOLTECS: Initialize Menu classEugene Sandulenko
2016-06-10TOLTECS: Initialize objectsEugene Sandulenko
2016-06-09GNAP: Consistently check the return value of find(resourceId)Strangerke
2016-06-09GNAP: Mark game as TESTINGStrangerke