Age | Commit message (Collapse) | Author | |
---|---|---|---|
2003-08-27 | Add code to check for game-specific scaler and fullscreen settings, like we | Torbjörn Andersson | |
do for the other game engines. svn-id: r9880 | |||
2003-08-27 | Added code for smoothing upscaled sprites (for the highest detail setting). | Torbjörn Andersson | |
I don't know if I got it right - the result doesn't look that great to me - but at least the infrastructure is there. This, I think, marks the point where BS2 graphics is pretty much done. Some functions haven't been unstubbed yet, but I believe they're used for debugging and/or profiling. I'm not sure they're worth the trouble. Of course, there is still testing and clean-ups to make. For instance, I'd like DrawSprite() to use malloc() a bit less. svn-id: r9879 | |||
2003-08-27 | Unstubbed DimPalette() (used when pausing the game) and re-indented the | Torbjörn Andersson | |
code to be more in line with the ScummVM coding style. svn-id: r9878 | |||
2003-08-27 | Ooops | Travis Howell | |
svn-id: r9877 | |||
2003-08-27 | Update news | Travis Howell | |
svn-id: r9876 | |||
2003-08-27 | use file class for speech so people with clusters in different directories ↵ | Jonathan Gray | |
get to hear sound as well svn-id: r9875 | |||
2003-08-27 | Add change ot fix pallete issue in 256 color small_header games | Travis Howell | |
svn-id: r9874 | |||
2003-08-27 | Fix room palette issues in small_header games. | Travis Howell | |
Fix is only for EGA games so far. svn-id: r9873 | |||
2003-08-27 | errr. this shouldn't have been committed | Joost Peters | |
svn-id: r9872 | |||
2003-08-27 | Basic speech code, the change in speech.cpp is needed for me, but I am ↵ | Joost Peters | |
afraid it might break "speech.clu opening" for someone else..I'm confused as to how this all works. heh. Anyway, if you hear no voices: this is probably where to look. svn-id: r9871 | |||
2003-08-26 | Revert v1 zak face costume color nack to 8, since palette is fixed. | Travis Howell | |
svn-id: r9870 | |||
2003-08-26 | Fix room colors in v1 zak | Travis Howell | |
svn-id: r9869 | |||
2003-08-26 | Handle the fadeNow parameter to BS2_SetPalette() so that the palette is | Torbjörn Andersson | |
only uploaded to the backend if fadeNow == RDPAL_INSTANT. Otherwise, assume that FadeServer() will do it for us, eventually. I think this is the correct behaviour, and it prevents the bug where the unfaded room image might flash by briefly when moving the mouse while changing rooms. svn-id: r9868 | |||
2003-08-26 | The graphics detail settings partially work now. They only affect how | Torbjörn Andersson | |
sprites are drawn, but I think that's how it should be. 1: No bells or whistles. 2: This setting adds sprite blending, e.g. the smoke at the docks or the display cases at the Glease Gallery. 3: This setting adds light map support, e.g. when walking under the shack at the docks. 4: This setting adds better scaling algorithms. The first three settings should work fine now. In fact, the third setting is what we used to implement. The fourth setting still needs work and testing. I've added code for downscaling case, but frankly I'm not convinced the result is any better than with the simpler scaler. I usually can't even tell the difference. Of course, my translation of the original code could very well be buggy. svn-id: r9867 | |||
2003-08-26 | Actually, we used to draw blast text after blast objects. I changed the | Torbjörn Andersson | |
order to fix the Full Throttle end credits. I guess I should have added a comment about that. :-) svn-id: r9866 | |||
2003-08-25 | cleanup | Max Horn | |
svn-id: r9865 | |||
2003-08-25 | fix actor position in V1 games (by eyeballing the original in dosbox); still ↵ | Max Horn | |
seems to be off 1 pixel vertically (?), and actors still leave dirt svn-id: r9864 | |||
2003-08-25 | v1 masking fixes | Max Horn | |
svn-id: r9863 | |||
2003-08-25 | fixing off-by-one buglet (harmless in 99% of cases since the 'invalid' ↵ | Max Horn | |
_imgBufOffs entries always contain the value of the last valid one) svn-id: r9862 | |||
2003-08-25 | check for costume format, not engine version | Max Horn | |
svn-id: r9860 | |||
2003-08-25 | implemented V1/C64 object masking, and simplified drawStripC64Mask a bit | Max Horn | |
svn-id: r9859 | |||
2003-08-25 | This fix should be v2 only | Travis Howell | |
Update comment svn-id: r9858 | |||
2003-08-25 | enable V1/C64 masking | Max Horn | |
svn-id: r9857 | |||
2003-08-25 | fixed and cleaned up V1 actor masking | Max Horn | |
svn-id: r9856 | |||
2003-08-25 | Clarified the comments for our Surface class a bit. I plan on removing it | Torbjörn Andersson | |
completely soon, so don't use it unless you really, really need to. svn-id: r9855 | |||
2003-08-25 | FadeServer() is now called from ServiceWindows(), thus eliminating the need | Torbjörn Andersson | |
for the making it a timer handler. This should eliminate the occasional glitches I've been seeing with fades not being completed. I'm also hoping that it will fix the problem where the game would sometimes hang when moving between rooms. I know that at least once when I had that happen to me the game was busy-waiting for the palette to fade. At the very least, it's one place less to worry about thread-safety in. svn-id: r9854 | |||
2003-08-24 | fix for bug #782727 (COMI: no sentence line while inventory is shown) by ↵ | Max Horn | |
drawing blast text after blast objects svn-id: r9853 | |||
2003-08-24 | small cleanup for the Ogg playback code | Max Horn | |
svn-id: r9852 | |||
2003-08-24 | commented my hack | Max Horn | |
svn-id: r9851 | |||
2003-08-24 | fix for bug #786994 (DOTT: no custom cursor) | Max Horn | |
svn-id: r9850 | |||
2003-08-24 | use less generic file name for settings.dat, I assume filenames > 8.3 are ok ↵ | Jonathan Gray | |
for everyone? svn-id: r9849 | |||
2003-08-24 | make settings use SaveFileManager stuff as well | Jonathan Gray | |
svn-id: r9848 | |||
2003-08-24 | fix strange keyboard issues by passing the game the values it wants | Jonathan Gray | |
svn-id: r9847 | |||
2003-08-24 | be more tolerant of files being in different spots, and living on case ↵ | Jonathan Gray | |
sensitive filesystems svn-id: r9846 | |||
2003-08-24 | this should be signed | Jonathan Gray | |
svn-id: r9845 | |||
2003-08-24 | correct slashes in paths | Jonathan Gray | |
svn-id: r9844 | |||
2003-08-24 | bring up the restore game menu when any -x param is specified, this is nicer ↵ | Jonathan Gray | |
than telling it to load a slot as it validates the saves and doesn't try to load a non existent save etc, its also similiar to what the original did (any command line params at all would load the restore menu) svn-id: r9843 | |||
2003-08-24 | we don't need to be told when we've hit a key | Jonathan Gray | |
svn-id: r9842 | |||
2003-08-24 | return read error in PlayCompSpeech for now so we get subtitles | Jonathan Gray | |
svn-id: r9841 | |||
2003-08-24 | Ooops, inventory still needs to be clear when moving through inventory. | Travis Howell | |
svn-id: r9840 | |||
2003-08-24 | Minor cleanup | Travis Howell | |
svn-id: r9839 | |||
2003-08-24 | Update comment | Travis Howell | |
svn-id: r9838 | |||
2003-08-24 | Handle hiding of verbs/inventory in v1-v2 games correctly. | Travis Howell | |
According to diasm. the verbs areas is only enabled and shown when (_userState & 128) is true and verbs/inventory area is cleared/redrawn on each state change. svn-id: r9837 | |||
2003-08-24 | work around compiler bug in GCC 2.95.x | Max Horn | |
svn-id: r9836 | |||
2003-08-23 | fix --disable-engine so it doesn't try to compile disabled engine, what was ↵ | Jonathan Gray | |
I thinking... svn-id: r9835 | |||
2003-08-23 | sync OS X static build rule with Makefile.noconf | Max Horn | |
svn-id: r9834 | |||
2003-08-23 | use startup message, avoid possible race condition on exit | Ruediger Hanke | |
svn-id: r9833 | |||
2003-08-23 | little bugfix, safer code | Ruediger Hanke | |
svn-id: r9832 | |||
2003-08-23 | Added comment keyword, per Fingolfin | Jamieson Christian | |
svn-id: r9831 | |||
2003-08-23 | Add comment | Travis Howell | |
svn-id: r9830 |