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2019-08-12ADL: Fix compilation for openpandoraWalter van Niftrik
2019-08-12ADL: Improve color accuracyWalter van Niftrik
This adds two new display modes to replace the old one. One is a 16-color mode and the other does TV "emulation" based on code in AppleWin. Both of these modes should deliver more accurate colors, including NTSC artifact colors.
2019-08-11ADL: Refactor Display classWalter van Niftrik
2019-07-20ADL: Fix double listing in detectorWalter van Niftrik
2019-07-19ADL: Add another hires6 detection entryWalter van Niftrik
2019-07-19ADL: Correct a variable nameWalter van Niftrik
2019-07-19ADL: Add support for .WOZ floppy imagesWalter van Niftrik
2019-07-19ADL: Refactor .NIB floppy image readingWalter van Niftrik
2019-07-17ADL: Add support for Serenia data blocksWalter van Niftrik
2019-07-17ADL: Add support for 40/8/512 PC raw disk imagesWalter van Niftrik
2019-07-17ADL: Remove opcode counts from script interfaceWalter van Niftrik
2019-07-16ADL: Replace 'using' with 'this->'Walter van Niftrik
Hopefully fixes the build
2019-07-16ADL: Silence MSVC warningsWalter van Niftrik
2019-07-16ADL: Fix debug mode hang in hires5 animationWalter van Niftrik
2019-07-16ADL: Clean up usage of override specifierWalter van Niftrik
2019-07-16ADL: Remove APPLECHAR macroWalter van Niftrik
2019-07-16ADL: Refactor graphics codeWalter van Niftrik
2019-05-27Revert "ADL: Fix MSVC warnings"Walter van Niftrik
This reverts commit e412bf5ee44c7c1fb2be634e9db6aaa2322818e3.
2019-05-27ADL: Fix MSVC warningsFilippos Karapetis
- Change APPLECHAR to APPLEBYTE, when its output is used as a byte - Replace uses of strncpy with Common::strlcpy - Merge redundant switch and if statements - Remove redundant semicolons
2019-03-30ADL: Refactor opcodesWalter van Niftrik
2018-12-27Revert "ADL: Refactor opcode tables"Walter van Niftrik
This reverts commit 76a0c20481bd68d60d8347fd922a74b292421d51.
2018-12-27ADL: Refactor opcode tablesWalter van Niftrik
2018-12-26ADL: Silence float conversion warningWalter van Niftrik
2018-12-26ADL: Fix shadowing warning in some versions of GCCWalter van Niftrik
2018-12-26ADL: Add debug function to load commands from fileWalter van Niftrik
2018-12-25ADL: Change comment for hires6 detection entryWalter van Niftrik
This detection entry also matches the floppy release. While the version on the Roberta Williams Anthology has been patched to remove the copy protection, this patch lies outside of our md5sum range.
2018-06-30ENGINES: Add missing dependencies for several enginesCameron Cawley
2018-05-10ENGINES: Add unknown game variants to the game detector resultsBastien Bouclet
2018-04-29ENGINES: Show the unknown Game dialog only when the detector is launched by ↵Lothar Serra Mari
the Add Game feature
2018-04-22JANITORIAL: Fix formattingAdrian Frühwirth
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian 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.
2018-02-04ADL: Add support for another hires1 variantWalter van Niftrik
2018-02-03ADL: Add support for an early hires1 versionWalter van Niftrik
2018-02-03ADL: Remove hardcoded disk image filename from hires1Walter van Niftrik
2018-02-02ADL: Remove unused array terminatorWalter van Niftrik
2018-02-02ADL: Fix build errorWalter van Niftrik
2018-02-02ADL: Reduce sound volumeWalter van Niftrik
2018-02-02ADL: Refactor NIB image error handlingWalter van Niftrik
2018-02-02ADL: Implement new detection method for disk imagesWalter van Niftrik
2018-02-02ADL: Refactor disk image handlingWalter van Niftrik
2018-02-02ADL: Add sanity check to track/sector numbers read from NIBWalter van Niftrik
2018-02-02ADL: Ignore broken sectorsWalter van Niftrik
2018-02-02ADL: Do not pad out 13-sector .NIB disks to 16-sector formatWalter van Niftrik
2018-02-02ADL: Add convert_disk debug commandWalter van Niftrik
2017-11-11ADL: Remove ADGF_TESTING for hires3+4Walter van Niftrik
2017-11-11ADL: Remove ADGF_TESTING for hires5+6Walter van Niftrik
2017-10-07ENGINES: Remove default1x scaler flagColin 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.
2017-07-29ADL: Enable ADGF_TESTING for hires3Walter van Niftrik
2017-07-25ADL: Add hires3 supportWalter van Niftrik
Game starts up, but isn't playable yet
2017-07-25ADL: Move broken-room handling into ADL v2Walter van Niftrik