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2016-06-22SCI: Assert on seeks past the end of audio resource bundlesColin Snover
This should never be allowed to happen, but currently does on multi-CD games with different resource bundles on difference CDs (Phant1, PQ:SWAT, GK2) because the resource manager does not yet have the ability to handle this situation.
2016-06-22SCUMM HE: Update sound flags and queue, for new settings.Kirben
2016-06-22SCUMM HE: Document sound opcodes.Kirben
2016-06-21SCI32: Implement kBitmapDrawViewColin Snover
2016-06-21SCI32: Expose a draw buffer on BitmapResource objectsColin Snover
Most of the time, we get a bitmap to draw on it. Exposing a buffer avoids consumers having to create their own all the time, and encourages use of common drawing code exposed by the buffer.
2016-06-21GRAPHICS: Use better color for 1bpp BMPsEugene Sandulenko
2016-06-21AUDIO: Fix incorrect forward declarationColin Snover
2016-06-21SCI32: Remove unused dependencies from GfxFrameoutColin Snover
2016-06-21SCI: Add an explanation about LRU removals when fetching resourcesColin Snover
Several times I have run into this code and had to take a minute to remind myself that the call to remove from the LRU on find is not wrong, so it seemed to deserve a comment.
2016-06-21SCI32: Fixes to GfxText32Colin Snover
1. Inline borderSize constant in createFontBitmap for consistency 2. Fix "DrawTextBox GetLongest=0" warning to only appear in games that actually had this check (SQ6 and MGDX) 3. "Fix" implementation of getTextSize for SCI2.1early, which gave lines with word wrap disabled a height of 0 4. Add inlining hints to some methods in BitmapResource that were missing them for some reason
2016-06-21SCI32: Implement basic kMessageBoxColin Snover
This kernel call seems only to be used by KQ7 1.51 (which was Windows-only) to send warnings to the user. It was easy enough to do a basic implementation in the ScummVM GUI rather than just make it an empty call, so now it is a thing.
2016-06-21SCI32: Add workaround for kScrollWindowAdd call in PhantasmagoriaWillem Jan Palenstijn
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