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2005-02-21Fixed warning.Torbjörn Andersson
svn-id: r16847
2005-02-21Update HE100Travis Howell
svn-id: r16846
2005-02-21Update HE100Travis Howell
svn-id: r16845
2005-02-21Rename varsTravis Howell
svn-id: r16844
2005-02-21removed lots of unnecessary seek()s and read()s by keeping the datafiles' ↵Robert Göffringmann
index tables in memory instead of accessing them over and over again, which caused major slowdowns with cd accesses. Also, the caching of datafiles depends on the memory usage now, not on the number of screens that the player entered in the meantime. The old behaviour made the engine run out of memory on the PS2. svn-id: r16843
2005-02-21WIP for o90_spriteInfoSetEugene Sandulenko
svn-id: r16842
2005-02-21Add functions for o90_getSpriteGroupInfoTravis Howell
svn-id: r16841
2005-02-21WIP for o90_spriteInfoSet. Regression fix.Eugene Sandulenko
svn-id: r16840
2005-02-21OoopsTravis Howell
svn-id: r16839
2005-02-21OoopsTravis Howell
svn-id: r16838
2005-02-21A few var renames.Travis Howell
svn-id: r16837
2005-02-21More getSpriteInfo functionsTravis Howell
svn-id: r16836
2005-02-21o WIP for o90_spriteInfoSet.Eugene Sandulenko
o kSFx -> kSF0x o kSGFx -> kSGF0x svn-id: r16835
2005-02-20Add sprite functionTravis Howell
svn-id: r16834
2005-02-20Add more sprite functionsTravis Howell
svn-id: r16833
2005-02-20some WIP HE sprites stuffGregory Montoir
svn-id: r16832
2005-02-20Changed mutex usage.Robert Göffringmann
It now unlocks the mutex while it's loading mp3/ogg/wave data in order to have the sound thread play normally. The ps2's cd/dvd drive is too slow to transfer the entire file within a few millisecs, so it made the sound skip. svn-id: r16831
2005-02-20cache datafile handles instead of opening and closing all files hundreds of ↵Robert Göffringmann
times per second. I noticed that behaviour on the PS2. The cd/dvd drive was waaaay too slow for it. ;) svn-id: r16830
2005-02-20I guess someone forgot to put paranthesis here.Robert Göffringmann
Forgive me if it was really meant to be like it was... but I can't believe it. :) svn-id: r16829
2005-02-20fix missing speech animations. I introduced that bug when I moved the ↵Robert Göffringmann
compacts out of the scummvm executable. svn-id: r16828
2005-02-20More BS2 restructuring.Torbjörn Andersson
The various game settings are no longer stored in the Gui class. They are stored in the class that use them. Code that doesn't belong in the Gui class, e.g. the "restart" code, has been moved out of it. Afterwards, the Gui class had been reduced to nothing more than a handful of trivial methods for invoking the in-game dialogs. So the entire Gui class has been removed. svn-id: r16827
2005-02-20Fixed warning, hopefully without breaking anything. (GCC doesn't likeTorbjörn Andersson
casting from "const char *" to "char *".) svn-id: r16826
2005-02-20Sprite flags and one rename in SpriteInfo structure.Eugene Sandulenko
svn-id: r16825
2005-02-20Use sprite functionsTravis Howell
svn-id: r16824
2005-02-20Add a few sprite functions.Travis Howell
svn-id: r16823
2005-02-20Rename opcodes, names should be correct.Travis Howell
svn-id: r16822
2005-02-20Add WIP sprite struct for HE games, ready for functions.Travis Howell
svn-id: r16821
2005-02-20Implement OSystem method disableCursorPalette(bool disable) as mentionedEugene Sandulenko
in patch #1013937 (OSystem layer with bigger resolution). svn-id: r16820
2005-02-20Restrict CGA/EGA/Hercules dithering to PC only.Eugene Sandulenko
svn-id: r16819
2005-02-20(more) correct v2 ditherers. Still suffers from some differences andEugene Sandulenko
text colors are not always match. svn-id: r16818
2005-02-20SpellingMax Horn
svn-id: r16817
2005-02-20Patch #1121337 (CGA rendering in early LEC titles).Eugene Sandulenko
Differences against patch: o Updated documentation o Fixed text colors o Implemented Hercules dithering Ditherers are based on loom ega and monkey ega, so for zak and mm they're wrong, i.e. these games look better than with original ditherers. TODO: Proper ditherers for zak & MM EGA ditherers for VGA SCUMM v5 games svn-id: r16816
2005-02-19compatibility for emsvcPaweł Kołodziejski
svn-id: r16815
2005-02-19compatibility fixes for wincePaweł Kołodziejski
svn-id: r16814
2005-02-19compatible version for wincePaweł Kołodziejski
svn-id: r16813
2005-02-19This is the second part of the BS2 restructuring. There are two newTorbjörn Andersson
classes: Screen and Mouse. Screen handles most of the drawing, except the mouse cursor and in-game menus. The old Graphics class is no more. I've also fixed some "reverse stereo" regressions from the first part of the restructuring. I'm not sure what the next step will be, but hopefully it will be smaller than this one was. svn-id: r16812
2005-02-19mp3 support is allready done, flac will never bePaweł Kołodziejski
svn-id: r16811
2005-02-19UpdateTravis Howell
svn-id: r16810
2005-02-19Make cursor code more bulletproofEugene Sandulenko
svn-id: r16809
2005-02-18ZLIB_WINAPI is needed for smush decompression tooPaweł Kołodziejski
svn-id: r16808
2005-02-18Forgot to check if preFetchCompSpeech() could find the speech file. Now itTorbjörn Andersson
will work even if the file is missing. (This only affects the cutscene player.) svn-id: r16806
2005-02-18after Andrew removal ZLIB_WINAPI from scummsys.hPaweł Kołodziejski
I need that for msvc 8. svn-id: r16805
2005-02-18Fix a small bug (wrong mouse cursor is briefly shown) in the F5 menuMax Horn
svn-id: r16804
2005-02-18removing ZLIB_WINAPI from scummsys.hAndrew Kurushin
ZLIB_WINAPI macro needs only than you want to build VisualBasic compatible ZLIBWAPI.DLL with WINAPI(STDCALL) calling convetion. svn-id: r16803
2005-02-18iso mode drawing work in progressAndrew Kurushin
svn-id: r16802
2005-02-17Mention new cursor code.Eugene Sandulenko
svn-id: r16801
2005-02-17Mouse part of big patch #1013937 (OSystem layer with bigger resolution)Eugene Sandulenko
svn-id: r16800
2005-02-17Correction number of actors in a few HE games.Travis Howell
VAR_NUM_ACTORS doesn't always have the correct value. svn-id: r16799
2005-02-15- Fixed what I understand to be a check to ensure that sysex instrument data ↵Jerome Fisher
wasn't sent to the rhythm channel. It was preventing instruments from being written to part 8. This fixes the window crashing sound in the intro of the floppy version of Indy 4, and possibly other things. Hopefully it breaks nothing. svn-id: r16798
2005-02-15Re-phrased comment to make it sound more like the fact it is and less likeTorbjörn Andersson
a "FIXME". svn-id: r16797