Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-02-05 | AGI: Make it possible to also force CGA/EGA/VGA | Martin Kiewitz | |
...rendering | |||
2016-02-05 | AGI: fix build powf() -> pow() | Martin Kiewitz | |
2016-02-05 | AGI: Render mode Macintosh added | Martin Kiewitz | |
Palette + mouse cursor + box frame color only atm Thanks to wjp for gamma correction Not sure, if our current color adjustment is correct Should be checked by using actual hardware | |||
2016-02-05 | AGI: GfxMgr::drawBox now using kRenderMacintosh | Martin Kiewitz | |
2016-02-05 | AGI: Rewrote stringWordWrap() | Martin Kiewitz | |
Original code wasn't accurate | |||
2016-02-04 | AGI: Restrict hide.mouse to AGI3 only | Martin Kiewitz | |
Command seems to not have existed in at least 2.917 (PC). Space Quest 2 on Apple IIgs calls it during intro, but never calls show.mouse. SQ2 on other platforms does not make this call. Mouse cursor is not hidden under emulator, so atm I have to assume that it's either a dodgy script or there was something else hacked into the interpreter back then. This fixes Space Quest 2 Apple IIgs losing mouse cursor, when the intro is not canceled. | |||
2016-02-04 | AGI: Fix Hold-Key-Mode implementation | Martin Kiewitz | |
Hold-Key-Mode got introduced v2.425, it was simply not possible to disable it until 3.098. Now creating a AGI_KEY_STATIONARY event, so that it works properly Fixes Mixed Up Mother Goose | |||
2016-02-04 | AGI: Fix mouse code for transitions | Martin Kiewitz | |
Do not show mouse cursor after transition, when it's currently switched to hidden. Do the same for hide/show.mouse opcodes. | |||
2016-02-04 | AGI: Add verbose flags to debug command screenobj | Martin Kiewitz | |
2016-02-04 | AGI: Fix cursor position after save game descr. | Martin Kiewitz | |
Cursor was placed incorrectly after entering saved game description using original load/save dialogs. | |||
2016-02-04 | AGI: More accurate menu mouse support | Martin Kiewitz | |
Menu items did not switch to inverted state when they are disabled. | |||
2016-02-04 | AGI: Add Atari ST system UI buttons | Martin Kiewitz | |
2016-02-04 | AGI: Add buttons to save/restore verify dialogs | Martin Kiewitz | |
2016-02-04 | AGI: Add Amiga system UI buttons | Martin Kiewitz | |
Also adjust window frames for Amiga. Amiga also uses hi-res ones. | |||
2016-02-04 | AGI: Add Apple IIgs system UI buttons | Martin Kiewitz | |
For Restart/Quit/Pause dialog | |||
2016-02-04 | AGI: Fix disabled look to work properly in menus | Martin Kiewitz | |
2016-02-03 | AGI: Add different window frames for Macintosh | Martin Kiewitz | |
Also work on drawCharacter code for SystemUI usage | |||
2016-02-03 | AGI: Add different window frames for Apple IIgs | Martin Kiewitz | |
Only slightly different than on PC | |||
2016-02-03 | AGI: Message box mouse support | Martin Kiewitz | |
2016-02-03 | AGI: Rename WINDOWRESET to WINDOW_AUTO_CLOSE_TIMER | Martin Kiewitz | |
2016-02-03 | AGI: Increase time delay for Apple IIgs | Martin Kiewitz | |
It seems that either Apple IIgs ran very slowly or that its AGI interpreter didn't do the delays as on all the other platforms. Further investigation needed Fixes all sorts of games running now way too fast. | |||
2016-02-03 | AGI: Remove unused initialized variable | Martin Kiewitz | |
2016-02-03 | AGI: Remove _game.state, not needed anymore | Martin Kiewitz | |
2016-02-03 | AGI: Change cycle delay handling, seems to fix GR | Martin Kiewitz | |
Removed pollTimer() Renamed pause() to wait() Doing 10 msec delays instead of at least 50 msec per EventProcess Seems to fix weird Gold Rush ingame timer issue?! bug #4147 | |||
2016-02-03 | AGI: Cycle event processing changed | Martin Kiewitz | |
processEvents() renamed to processScummVMEvents() mainCycle() renamed to processAGIEvents() have.key now sets up an inner loop and calls processAGIEvents() to avoid any further cycle work processing | |||
2016-02-03 | AGI: Call update screen in have.key for now | Martin Kiewitz | |
Some games call it in an endless loop until a key is returned | |||
2016-02-03 | AGI: Make inner loop handlers consistent | Martin Kiewitz | |
2016-02-03 | AGI: Implement messageBox() as inner loop | Martin Kiewitz | |
Also remove _game.keypress, _game.msgBoxTicks | |||
2016-02-03 | AGI: Remove Gold Rush workaround, no longer needed | Martin Kiewitz | |
2016-02-03 | AGI: Fix regression of have.key changes | Martin Kiewitz | |
original commit 8269a94bcd55200f7ae8aba00c7b6fd0d37b9a37 Now hopefully properly implemented. Adjusted a few more inaccuracies (we set v19 to 0, where we shouldn't have) | |||
2016-02-02 | AGI: add drawCharacterOnDisplay() | Martin Kiewitz | |
2016-02-02 | AGI: Remove inputMode, not needed anyore | Martin Kiewitz | |
2016-02-02 | AGI: test commands cleanup | Martin Kiewitz | |
2016-02-02 | AGI: Use inner loop functionality for have.key | Martin Kiewitz | |
Also do it like the original interpreter did it | |||
2016-02-02 | AGI: Don't pause in game timer while in menus | Martin Kiewitz | |
Original interpreter did not do it and we paused music/sfx, which the original interpreter also didn't do. Shouldn't cause issues. | |||
2016-02-02 | AGI: code formatting | Martin Kiewitz | |
2016-02-02 | AGI: Fix formatting. | Johannes Schickel | |
This mostly enforces tabs for indentation and spaces for formatting. But also fixes spaces on empty lines, some extra/missing spaces. astyle + manual fixup | |||
2016-02-02 | AGI: Add WORKAROUND comment to "render after menu" | Martin Kiewitz | |
see commit 0b75bf37219cf49f274da330a44e81068152599c Original AGI did not do, what we are doing now | |||
2016-02-02 | AGI: Don't use status row for menu mouse trigger | Martin Kiewitz | |
Use hardcoded first line instead In Donald Duck the status line is at line 24, but also hidden | |||
2016-02-02 | AGI: Render after menu, when playarea starts at 0 | Martin Kiewitz | |
Fixes graphics glitch for Donald Duck | |||
2016-02-02 | AGI: mouse support for menu | Martin Kiewitz | |
2016-02-02 | AGI: changed debug msg VGA font -> PC BIOS font | Martin Kiewitz | |
2016-02-01 | AGI: change how menus are triggered on Non-PC | Martin Kiewitz | |
2016-02-01 | AGI: Pass vm pointer directly to commands | Martin Kiewitz | |
No functional change | |||
2016-02-01 | AGI: Rename _game.lognum to _game.curLogicNr | Martin Kiewitz | |
Also a bit of cleanup | |||
2016-02-01 | AGI: Change _game.exitAllLogics to boolean | Martin Kiewitz | |
2016-02-01 | AGI: Remove _game.hasPrompt, no longer needed | Martin Kiewitz | |
2016-02-01 | AGI: Remove old clockEnabled boolean | Martin Kiewitz | |
No longer needed We use ScummVM system total play time functionality instead | |||
2016-02-01 | AGI: Fix pause command effectively freezing game | Martin Kiewitz | |
In game timer wasn't resumed, which caused no more cycles to get executed. | |||
2016-02-01 | AGI: Revert revert the keyboard handling changes | Martin Kiewitz | |
It seems the issues on AmigaOS aren't actually caused by the new code. Reverting the revert. |