Age | Commit message (Collapse) | Author |
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svn-id: r39570
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svn-id: r39568
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documentation from M$).
svn-id: r39556
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if this turns out to be not portable enough. Also added a doxygen comment to the ARRAYSIZE macro
svn-id: r39542
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svn-id: r39531
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svn-id: r39526
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script. Dynamic modules are not supported just yet.
svn-id: r39524
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svn-id: r39495
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svn-id: r39494
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int16.
svn-id: r39493
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svn-id: r39437
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svn-id: r39398
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svn-id: r39238
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svn-id: r39181
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svn-id: r39164
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Add missing fnmatch function
svn-id: r39163
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svn-id: r39162
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svn-id: r39161
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svn-id: r39160
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fs/stdiostream.cpp to properly support eof / clearerr.
svn-id: r39143
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Forgot to commit backends/fs/ps2/ps2-fs.cpp in #36014
(here it comes!)
svn-id: r39142
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Modified PS2FSNode openForReading -> createReadStream
openForWriting -> createWriteStream
Started Common::EventManager *OSystem::getEventManager()
on backend side...
svn-id: r39141
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well as our unit tests, ouch) handled SEEK_END incorrectly (using -offset instead of offset), contrary to what the docs said and what fseek does. Hopefully I found and fixed all affected parts, but still watch out for regressions
svn-id: r39135
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svn-id: r39114
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svn-id: r39104
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- new GUI/themes
- no more funky colors!
- load/delete saved games
- cleaned-up Makefile.PS2 :
- dropped multiple extra paths
- dropped deprecated deps (UCL, MPEG2)
- all possible devices are supported to store, play and save games:
- CD
- HD
- USB
- MC
- REMOTE ! (this could actually be anywhere on the internet
as long as you run "ps2client listen" on the machine on
the other side that hosts the games)
- tested from :
- ps2link
- uLE
- toxicOS
- tested with:
- bass
- bs1
- mi1
- comi
- indy4
- ft
- ite
- ihnm
- elvira1
- dig
- kyra
- lure
- simon2
- goblins1
Played all those games in 1 session using RTL. Very smooth,
sub-second RTL experience. No crash!
- new PAL/NTSC detection : we are now reading the flavor from PS2 ROM,
it should work on all PS2 slim too
- new PAL TV centering : no more missing chunk of games on top/bottom
- we can now read the savefiles from Linux/SDL and other backends!
if you add that you can read them from remote together with the
games that you already have there, you can imagine the fun ;-)
- we fully implement RTL with every games/engine
- we nicely reboot / shutdown on quit
- fully support for themes/savegames paths. Run from MC, play the
games on remote and store your data on USB or HD. No limits!
- universal write/read for every media (of course no write on CD/DVD!)
- fully async / DMA read-write access to every media (even MC!)
- optimized cache/read-ahead for every media - now COMI is fast and
enjoyable from remote as it is from CD ;-)
- non polluting MC storage, just 1 folder + 1 icon, so that you can
copy all your settings / saved games to another MC in one go!
svn-id: r39102
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svn-id: r39061
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svn-id: r39059
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svn-id: r39044
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svn-id: r39043
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svn-id: r39029
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- Removed old clearScreen backend method and keep it for internal use only
- Fixed save path with missing end slash
- Added use of the new audio mixer
- Added new file system factory
- Added missing getOverlayWidth/Height
- Changed color encoding from int16 to uint16 as required by the new ScummVM code
- Fixed ColorMasks use with missing namespace
svn-id: r39028
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svn-id: r39025
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for files inside the application bundle directory
svn-id: r39022
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svn-id: r39020
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svn-id: r38981
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svn-id: r38977
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svn-id: r38976
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svn-id: r38969
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uploading the binary
svn-id: r38967
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svn-id: r38966
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fixes a regression in Broken Sword 1 when using one inventory object on another
(if the cursor is partly beneath the inventory bar) for me.
svn-id: r38926
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every updateScreen call.
svn-id: r38899
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- Fix cursor drawing when it was hidden before and no dirty rects are present
- Diese und die folgenden Zeilen werden ignoriert --
M sdl/graphics.cpp
svn-id: r38890
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drawn again if nothing changed
svn-id: r38861
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svn-id: r38731
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svn-id: r38726
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building (and aren't used anymore anyway)
svn-id: r38687
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svn-id: r38681
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svn-id: r38615
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