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2011-03-04SCI: Use BE string handling for Mac games.Walter van Niftrik
2011-03-04SCI: Some palette related changesmd5
- Moved palette color count inside the GfxPalette class - Enabled all of the kPalette subops for 16 color SCI1 games, apart from the ones for intensity palette animation, and palette resource loading - Removed isVGA() and isAmiga32color() methods from the resource manager - they ended up in having inconsistent code
2011-03-04SCI: Cleaned up some view type checksmd5
2011-03-04SCI: Enable fade transitions for SCI1 EGA gamesmd5
2011-03-04SCI: Fix flood fill matching in EGA modeWillem Jan Palenstijn
In EGA games a pixel in the framebuffer is only 4 bits. We store a full byte per pixel to allow undithering, but when comparing pixels for flood-fill purposes, we should only compare the visible color of a pixel. This fixes bug #3078365 in Iceman.
2011-03-04SCI: Added support for 16/32 color view and picture patchesmd5
16 color patches (*.p16 and *.v16) are used in 16 color EGA SCI1 games 32 color patches (*.p32 and *.v32) are used in 32 color Amiga SCI1 games Removed a workaround for SCI1 EGA (bug #3044500), as that bug has been fixed already in the view patch. Thanks to waltervn for observing this.
2011-03-04SCI: Added a comment for the additional code in kDisplaymd5
This extra code that is responsible for changing text placing has been found in SCI1 middle (i.e. LSL1VGA) and newer games
2011-03-04SCI: Amiga SCI1 middle games are actually SCI1 latemd5
This fixes a lot of glitches, caused by the differences between the two versions
2011-03-04SCI: Fixed a issue with signed characters in setChar()md5
This was visible in the password of LSL5 Amiga. Thanks to waltervn for finding this
2011-03-04TESTBED: Update rotatePalette() to use an RGB palettemd5
2011-03-04NEWS: Remove SVN referencesMatthew Hoops
2011-03-04SCI: Don't patch save/restore dialogs in Phantasmagoriamd5
That game has its own custom made save/load system
2011-03-04SCI: Removed warning from kReadNumbermd5
2011-03-04SCI: Add fixme for EGA flood fill bug (#3078365)Willem Jan Palenstijn
2011-03-04SCI21: Now replacing save/restore dialogs in SCI2.1 and newer gamesmd5
2011-03-04SCI21: kSave(1) is kRestoreGamemd5
2011-03-04SCI: Removed a hack for SCI1 Amiga games in setOnScreen()md5
2011-03-04SCI: Amiga SCI1 middle games use the new PC SCI1 late transition effectsmd5
2011-03-04SCI: Improved debug output of validate_property()md5
2011-03-03ANDROID: Don't wipe paletted textures on reinitdhewg
The content of a paletted texture is in _surface.pixels. When recreating the surface, don't wipe its data unnecessarily. This fixes gfx garbage on CLUT8 games/cursors when leaving and going back to ScummVM
2011-03-03ANDROID: Implement surface resizesdhewg
Split surface code into helper functions to avoid code duplication, and distinguish between screen resizes and surface recreation. The former happens when toggling the softkeyb, where we just have to reset the viewport. Fixes garbled textures in those cases.
2011-03-03ANDROID: Rename member vars according to our styledhewg
2011-03-03ANDROID: Remove an indirection when pausingdhewg
2011-03-03ANDROID: Formatting/whitespacesdhewg
2011-03-03SCI: Fixed comment in pointerComparisonWithInteger()md5
2011-03-03SCI: Fixed a silly bug in WRITE_SCI1ENDIAN_UINT16, and unified the waymd5
that the utility READ_* and WRITE_* operations are made
2011-03-03SCI: Simplified arithmetic reg_t operations, based on fingolfin's commentsmd5
- Folded all comparison operators in a single function, cmp() - Simplified the + operator, and removed the SQ1 workaround, as it's not needed anymore - Removed the workaround for uninitialized variables in the * operator - Removed division by zero workarounds in the / and % operators - Added a better description of pointerComparisonWithInteger(), based on fingolfin's description and comments. Also, changed the SCI versions where this is used to SCI0-SCI1. The SCI1.1 case in QFG3 was a script bug
2011-03-03SCI: Fixed path finding in Amiga SCI1 gamesmd5
Added wrapper functions to read/write from dynmem segments, as these are treated as BE in Amiga versions (as we treat them like raw data instead of reg_t's), whereas the rest are LE. Thanks to waltervn and wjp for their help on this
2011-03-03SCI: Applied save/load dialog patching to all SCI0-SCI2.1 early gamesmd5
Games that have the newer SCI2.1 kernel functions (i.e. kSave instead of kSaveGame/kRestoreGame) aren't supported yet
2011-03-03SCI: Make some reg_t methods private resp. inlineMax Horn
2011-03-03SCI: Always clear looping and hold before jumpToTick() is calledmd5
Fixes a crash in LSL3 Amiga
2011-03-03SCI: Don't ignore SysEx messages at the driver level but warn insteadmd5
SysEx messages in the driver are usually the result of a bug which should be investigated and not silently ignored
2011-03-03SCI: Slight cleanup of some sound driversmd5
2011-03-02SCI: Always add new windows to back of list up to SCI_1_EGA_ONLY.Willem Jan Palenstijn
Confirmed this behaviour in KQ1sci, KQ4, Iceman and QfG2. Hoyle3-demo remains an exception.
2011-03-02SCI: Call Graph(RedrawBox) from EndUpdate for SCI0/01Willem Jan Palenstijn
Confirmed this behaviour in KQ1sci, KQ4, Iceman, and that it isn't present in QfG2 and KQ5CD. This fixes the graphics glitch in KQ4 when falling down the stairs in room 61 (#3039775).
2011-03-02Revert "SCI: Fixed bug #3039775 - "KQ4: Graphics glitch [...]""Willem Jan Palenstijn
This reverts commit 74e99328ec0fa43074c52b69d21922407153a1aa. SSCI takes care of this issue in a different manner, which the next commit emulates.
2011-03-02ANDROID: Respect the pause level.dhewg
2011-03-02ANDROID: Properly release texture resourcesdhewg
When calling glDeleteTextures() we need a valid surface.
2011-03-02ANDROID: On pause, put all threads in a comadhewg
Since not every engine respects pauseEngine(), or they're in a state where it simply gets ignored, put all threads in a group coma. Without this, code still kept looping and wasting cpu cycles, while the user might want to do use her/his droid for something else.
2011-03-02ANDROID: Implement pause/resumedhewg
Don't just kill the whole process when the Activity is stopped. Instead, use its events to pause or resume audio and the running engine (if any). Of course not every engines implements that... but at least an incoming call doesn't kill the game now (lol).
2011-03-02ANDROID: Check for a surface in updateScreen()dhewg
2011-03-02ANDROID: Merge FIND_METHODsdhewg
2011-03-02ANDROID: Move swapBuffers to the native sidedhewg
2011-03-02ANDROID: cleanupdhewg
2011-03-02ANDROID: Untangle JNI interweavingdhewg
- make the startup sequence more linear - use SurfaceHolder events - get rid of the surface lock - remove unnecessary JNI calls - make the ScummVM class implement Runnable - cleanup
2011-03-02COMMON: Remove newlines from debug()dhewg
They were interfering with my precious debug spew :P
2011-03-02ANDROID: Don't use warning() in JNI functionsdhewg
2011-03-02ANDROID: Don't use warning()/error() in a threaddhewg
2011-03-02SCI: Fixed bug #3040161 - "LONGBOW: Textbox glitch"md5
GetLongest() could exceed the maximum width with the very last character of a word. The same fix has been applied to the SCI32 code.
2011-03-02SCI: Fixed text positioning in the credits screen of Dr. Brain Amigamd5
The additional text positioning code in kDisplay was added in SCI1 middle, not SCI1 late. Also, did some slight cleanup