Age | Commit message (Collapse) | Author |
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svn-id: r19760
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svn-id: r19742
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svn-id: r19741
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svn-id: r19740
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updates
2. Updated framework files for new structure
3. Uncommented Debug statements in vorbis.cpp (Should probably be removed alltogether.
4. Incorporated Sevs code formatting changes in the new Symbian source structure.
5. Removed/Changed EScummVM to ScummVM instead, hopefully most cases covered.
6. Beginning vibration support to be used for Scumm shake effects (Work ongoing by SumthinWicked)
7. Replaced the ScummVM icon for the FavIcon and upscaled the icon to 32x32. I think it looks ok, comments are welcome.
8. Built for S60V1 and UIQ2 targets from the cvs
9. Updated Readme with new build instructions.
Any comments are welcome. Hopefully the other builds are not affected by this and all Sevs code updates are also incorporated.
svn-id: r19739
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svn-id: r19738
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fixes for those fixes.
svn-id: r19737
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svn-id: r19736
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It may happen that I broke something since I have no means to compile it.
Also I changed EScummVM -> ScummVM is several places.
svn-id: r19734
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svn-id: r19710
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svn-id: r19680
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need be.
svn-id: r19645
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svn-id: r19534
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attempts to use invalid rects for blitting
svn-id: r19521
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svn-id: r19496
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loadGfxMode(). As reported on the forum, setting aspect ratio correction
in a 640x480 game would cause ScummVM to crash when the game is started
from the launcher.
With all the graphics transactions and stuff, it's a bit hard to follow
what's going to happen, but I hope deferring this check until the last
moment (i.e. just before the graphics surfaces are actually created) is the
correct bugfix.
svn-id: r19491
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is specified.
svn-id: r19480
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- Fixed card selection
- Fixed free handle error if the active skin is deleted
- Moved some functions to a new file
- Changed AppStartScreenSize to use the new platform specific fucntions
- Moved options initalization to a new file
svn-id: r19461
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svn-id: r19460
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svn-id: r19459
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svn-id: r19458
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svn-id: r19457
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svn-id: r19456
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- Reordered strcut to ease ARM export
- Added macros to export the struct to ARM
svn-id: r19455
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- Reordered some lists and update cfg accordingly
svn-id: r19454
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svn-id: r19453
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svn-id: r19452
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- Added overlay ouse pointer
svn-id: r19451
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svn-id: r19450
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- Added grabRawScreen
- Set default mode to GFX_WIDE
- Added battery indicator
- Added overlay mouse pointer
svn-id: r19449
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svn-id: r19448
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svn-id: r19447
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svn-id: r19446
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Changed tabs look
svn-id: r19445
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- Use GameInfoType instead of MusicInfoType since some music and sound options are not in it
- Gathered Music and Sound tab into a single tab
- Fixed small memory leak on form close
svn-id: r19444
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- Moved lightspeed to new tab
- Added GoLCD api support
- Added tylus click option
- Changed const name
svn-id: r19443
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svn-id: r19441
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- Moved GetMemory to init_palmos.cpp
svn-id: r19440
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- Added render mode
- Removed master volume, now palm volume
- Fixed small memory leak on form close
svn-id: r19439
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svn-id: r19438
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svn-id: r19437
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- Don't make normal stretch mode full screen so that key state can be displayed
svn-id: r19436
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svn-id: r19435
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#1348072.
svn-id: r19434
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svn-id: r19352
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svn-id: r19346
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svn-id: r19326
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--disable-sdl-parachute should be completely undocumented and not mentioned
to end-users. Wrong usage may lead to system lock-up especially when used
with fullscreen mode.
SDL Parachute is used to prevent system instability and do a graceful exit
if something bad happens. It catches most of signals sent to thr process.
Side effect of that that quite often when SDL application dies, core dump
isn't made on *nix systems. This feature adds possibility to disable it.
svn-id: r19146
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svn-id: r19144
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svn-id: r19142
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