Age | Commit message (Collapse) | Author | |
---|---|---|---|
2011-03-16 | ANDROID: Constify getDrawRect() | dhewg | |
2011-03-16 | ANDROID: Cleanup and extend chooseEglConfig | dhewg | |
Add more checks and log all possible configs | |||
2011-03-16 | MOHAWK: Warn only when anims reference named sound files. | Alyssa Milburn | |
2011-03-16 | GIT: Ignore Code::Blocks project files | Littleboy | |
2011-03-15 | ANDROID: Add missing cases to getFeatureState() | dhewg | |
2011-03-15 | ANDROID: Cleanup | dhewg | |
2011-03-14 | SCI: Remove a space at the end of a warning | Matthew Hoops | |
2011-03-14 | SCI: Fix the screen height of SQ1 Mac | Matthew Hoops | |
2011-03-14 | TOON: Fix more dirty rect issues | sylvaintv | |
Especially not refreshing pictures when viewing inventory items and corrupted last line of the screen. | |||
2011-03-14 | SCI: Add code to enumerate shadowed selectors | Willem Jan Palenstijn | |
If an object defines more variables than its base class, some method selectors may be hidden. This code tries to enumerate the affected selectors. It may be useful for mass-scanning objects using 'find_callk Dummy'. It's disabled by default currently since it does things to partially uninitialized objects that I can't guarantee are 100% safe at this point. | |||
2011-03-14 | SCI: Fixed find_callk | md5 | |
Create a custom segment manager within find_callk, so that the game's segment manager won't be affected by loading and unloading scripts in there | |||
2011-03-14 | ANDROID: Halve the audio buffer size | dhewg | |
Also, run into the blocking audio write without sleep. This hopefully fixes audio hickups on slow devices. | |||
2011-03-14 | ANDROID: Cleanup | dhewg | |
Removed not required checks since we now buffer texture contents | |||
2011-03-14 | ANDROID: Fade out the game screen when the overlay is visible | dhewg | |
2011-03-14 | ANDROID: Remove clearBuffer() | dhewg | |
Not required. Why did i add that again? | |||
2011-03-14 | ANDROID: Clear fake palette after allocating | dhewg | |
Gets rid of funky gfx artifacts on the overlay | |||
2011-03-14 | ANDROID: Implement grabOverlay() | dhewg | |
2011-03-14 | ANDROID: Extend clearScreen to take care of all cases | dhewg | |
Hopefully that'll help me to not forget about the double buffering. This fixes some gfx leftovers when not running games in fullscreen mode. | |||
2011-03-14 | ANDROID: Update screen rects on surface changes | dhewg | |
Fixes regression introduced with 4267011e | |||
2011-03-14 | SCI: Got rid of VERIFY() and removed some newlines in error messages | md5 | |
2011-03-14 | SCI: Ignore some more leftovers scripts in the find_callk console command | md5 | |
2011-03-14 | SCI: Removed obsolete comment about kDoBresen() | md5 | |
2011-03-13 | SCI: Add workaround for a QFG1 VGA Mac kFormat bug | Matthew Hoops | |
Also, fix the kernel signature for kFormat to require two parameters | |||
2011-03-13 | ANDROID: Clip mouse coordinates | dhewg | |
2011-03-13 | ANDROID: Don't merge mouse move events | dhewg | |
Breaks more than it solves | |||
2011-03-13 | ANDROID: Center mouse on overlay visibility changes | dhewg | |
2011-03-13 | ANDROID: Add graphics mode for linear filtering | dhewg | |
2011-03-13 | ANDROID: Fix texture clear color | dhewg | |
2011-03-13 | ANDROID: Remove leftover TODO | dhewg | |
Resolved with a93229c and 2721e28 | |||
2011-03-13 | ANDROID: Add support for video feature flags | dhewg | |
kFeatureFullscreenMode and kFeatureAspectRatioCorrection are supported now. The former prevents scaling to the full display - it scales one axis and keeps the game AR. | |||
2011-03-13 | ANDROID: Some texture convinience functions | dhewg | |
2011-03-13 | TOON: Add more dirtyRect checks | sylvaintv | |
2011-03-13 | SCI: Fixed version and scene transitions for SCI1 Mac games | md5 | |
2011-03-13 | SCI: Fixed the flashing icon bar in the Mac version of Castle of Dr. Brain | md5 | |
Thanks to waltervn for his work and help on this | |||
2011-03-13 | SCI: Cleanup | md5 | |
2011-03-13 | SCI: Fixed regression of rev b1055a3c86. Japanese games should work again | md5 | |
2011-03-13 | SCI: Add reference to related bug to comment | Willem Jan Palenstijn | |
2011-03-13 | ANDROID: Add missing updateScreen() calls | dhewg | |
2011-03-13 | ANDROID: Prevent unnecessary reallocs | dhewg | |
2011-03-13 | ANDROID: Buffer 16bit texture contents | dhewg | |
Same issue as in the last commit: glTexSubImage2D is slow, so cache all copyRect*() calls in a buffer, and update the dirty rect once when drawing. Reduces CPU usage on 16bit games significantly. Also, lockScreen() returns now pixel data for non-CLUT8 games instead of asserting. | |||
2011-03-13 | ANDROID: Don't use compressed textures for the game screen | dhewg | |
Some GLES drivers suck so much that uploading data to the GPU takes ages. CLUT8 games now use a faked paletted texture, which internally uses a RGB565 hardware texture (Android's native pixel format). This seems to be the only way to efficiently implement constant changing textures with GLES1 - at the cost of extra buffers. Then again, we can now use glTexSubImage2D to only update the dirty rects, which wasn't possible before because glCompressedTexSubImage2D is only usable on GLES2. This commit does exactly that. Overall, the CPU usage is massively reduced for CLUT8 games. | |||
2011-03-13 | SCI: Restore full object state after collision in DoBresen | Willem Jan Palenstijn | |
This makes the workaround for the hang in the Colonel's Bequest shower scene (bug #3122075) unnecessary. | |||
2011-03-13 | SWORD1: Don't set the same cursor on every frame | dhewg | |
Removes unnecessary overhead on the backend when the cursor has just one frame. | |||
2011-03-13 | SCI: Added another version of QFG1 / Hero's Quest (bug #3206006) | md5 | |
2011-03-13 | SCI: Fix warning | Willem Jan Palenstijn | |
2011-03-12 | SCI: Continue disasm until no jumps go past the current opcode | Willem Jan Palenstijn | |
This should ensure disasm will disassemble an entire function, and not stop at an intermediate ret opcode. | |||
2011-03-12 | SCI: Added proper fix for bug #3048054 - "LONGBOW: crash when opening hand code" | md5 | |
This was caused by a buggy script, most probably the result of an incorrect copy/paste while processing the original script. Fixed with a script patch. | |||
2011-03-12 | SCI: Some changes to the "dissassemble" command | md5 | |
Fixed a bug (the "bwt" and "bc" options were inversed) and added the ability to skip a defined number of ret calls, useful when a function continues after a ret call | |||
2011-03-12 | SCI: Added automatic detection for several selectors | md5 | |
This ensures that these selectors will be detected regardless of the game ID, when they're missing | |||
2011-03-12 | ANDROID: Convinience make target for testing | dhewg | |