Age | Commit message (Collapse) | Author | |
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2018-07-20 | ACCESS: MM: Implement proper game data and fonts in access.dat | Paul Gilbert | |
2018-04-07 | ALL: Load savegame thumbnail only when necessary | Adrian Frühwirth | |
This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place. | |||
2017-10-07 | ENGINES: Remove default1x scaler flag | Colin Snover | |
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions. | |||
2016-07-28 | ACCESS: Move debug channel registration where they belong | Eugene Sandulenko | |
2016-05-26 | ACCESS: Refactor ASurface and Screen to not use virtual inheritance | Paul Gilbert | |
2016-03-14 | ACCESS: Changed engine to use Graphics::ManagedSurface | Paul Gilbert | |
2015-11-27 | ACCESS: Creation of access.dat for holding Access games engine data | Paul Gilbert | |
2015-08-03 | ACCESS: Fix initialisation of AccessEngine::_ask | Max Horn | |
2015-07-24 | ACCESS: Use our formatting conventions for variable and function names | Filippos Karapetis | |
2015-07-22 | Merge branch 'master' into mm | Willem Jan Palenstijn | |
Conflicts: engines/access/access.cpp engines/access/asurface.h engines/access/bubble_box.cpp engines/access/bubble_box.h engines/access/martian/martian_game.cpp engines/access/player.cpp engines/access/player.h engines/access/resources.cpp engines/access/screen.cpp engines/access/screen.h engines/access/sound.cpp engines/access/sound.h | |||
2015-02-06 | ACCESS: MM - Start implementing PRINTCHR and SPRINTCHR | Strangerke | |
2015-02-05 | ACCESS: Remove an unused function | Strangerke | |
2015-02-04 | ACCESS: Tex2 - Start implementing takePicture() | Strangerke | |
2015-01-27 | ACCESS: Initialize some variables | Strangerke | |
2015-01-17 | ACCESS: MM - Fix a bug related to the down arrow, some refactoring and renaming | Strangerke | |
2015-01-15 | ACCESS: MM - Implement up and down arrows in BubbleBox | Strangerke | |
2015-01-15 | ACCESS: MM - Implement getList | Strangerke | |
2015-01-14 | ACCESS: MM - Implement displayBoxData | Strangerke | |
2015-01-13 | ACCESS: MM - Some more work on BubbleBox class | Strangerke | |
2015-01-13 | ACCESS: MM - Work some more on doBox_v1 | Strangerke | |
2015-01-12 | ACCESS: MM - Add resource _byte1EEB5[] | Strangerke | |
2015-01-12 | ACCESS: MM - Start implementing MM dialog box, split cmdConverse in two (WIP) | Strangerke | |
2015-01-09 | ACCESS: MM - Make Bubble Box variable, add MM bubble boxes | Strangerke | |
2015-01-06 | ACCESS: MM - Fix TRAVEL array size | Strangerke | |
2015-01-05 | ACCESS: MM - Implement some game specific opcodes | Strangerke | |
2015-01-05 | ACCESS: Make opcodes dependant to game versions | Strangerke | |
2014-12-29 | ACCESS: Split a bit more Player class, add some MM specific code | Strangerke | |
2014-12-27 | ACCESS: Use loadSoundTable instead of push_back in several places | Strangerke | |
2014-12-27 | ACCESS: Fix speech | Strangerke | |
2014-12-21 | ACCESS: Remove unused variable | Strangerke | |
2014-12-19 | ACCESS: Extra initialization for various classes | Paul Gilbert | |
2014-12-18 | ACCESS: Refactor most of ASurface statics to instance variables | Paul Gilbert | |
2014-12-17 | ACCESS: Modify the indentation of constructor when it's multiline | Strangerke | |
2014-12-17 | ACCESS: Use writeString in writeSavegameHeader | Strangerke | |
2014-12-17 | ACCESS: Use a while statement as suggested by _sev in the merge request | Strangerke | |
Also fix a formatting issue pointed out by _sev | |||
2014-12-13 | ACCESS: Beginnings of dirty rect handling for screen | Paul Gilbert | |
2014-12-12 | ACCESS: Fix compilation errors reported by Criezy | Strangerke | |
2014-12-12 | ACCESS: Fix speakText behavior | Strangerke | |
2014-12-12 | ACCESS: Separate timer updates from frame updates, and overall delay cleanup | Paul Gilbert | |
2014-12-12 | ACCESS: Implement restart after death | Strangerke | |
2014-12-12 | ACCESS: Add a debug channel for the sound & music handling | Strangerke | |
2014-12-12 | ACCESS: Add a cheat mode which currently skips the guard in chapter 8 | Strangerke | |
2014-12-12 | ACCESS: Cleaned up event handling for scene establish text display | Paul Gilbert | |
2014-12-12 | ACCESS: Clean up keyboard control | Paul Gilbert | |
2014-12-12 | ACCESS: Janitorial | Strangerke | |
2014-12-12 | ACCESS: Rename _Eseg | Strangerke | |
2014-12-12 | ACCESS: Remove two unused variables | Strangerke | |
2014-12-12 | ACCESS: Split SoundManager and MusicManager | Strangerke | |
2014-12-12 | ACCESS: Refactor opening scenes logic into Opening class | Paul Gilbert | |
2014-12-12 | ACCESS: Remove unused _travel and _ask fields | Paul Gilbert | |