Age | Commit message (Collapse) | Author |
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ENGINES: Return unknown game variants with the list of detected games
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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.
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In commit f0581bab4a4b1b4102a7fbdd4a3d54d4397e00e9 the index value
for the array was changed from a constant to a variable, but uint8
is too small to contain 293, so this value was ending up as 37.
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Added it into hasFeature() of all engines which returned `true` in
simpleSaveNames() before.
As mentioned in #788, SCI is not always using simple names, so it
doesn't have such feature now.
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Engines with "simple" savenames would support "Run in background" in
save/load dialog and gradual save slots unlocking. Other engines
save/load feature would be locked until save sync is over.
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GCC 6's -Wmisleading-indentation warns about the debugC() statement
being wrongly indented, as if belonging into the else's branch, which
it clearly doesn't.
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Engines should only have to call one set of functions and not decide between the two. In fact, the 'emulation' API was documented to just call the 'real CD' API.
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_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
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Some backends like GCW0 do no support graphics >320x240 due to
the hardware limitation (downscaling is possible but it will ruin
the pixel hunting which is often part of the gameplay).
Instead of manually updating the list of engines, we now introduce
a new dependency.
I marked all relevant engines, but some, like tinsel, require more
work with putting their relevant high-res games under USE_HIGHRES
define.
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This reverts commit 06addfc4041b3e20fd89dee46227e04f1c66fe52.
We implement the actual Simon1 DOS AdLib driver now, thus this code is
obsolete.
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Testing so far has not really happened. Only the first part of the intro has
been tested.
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Should have been removed in a4b8c6e054fec4a3555970a70430a90fa96db12e
but wasn't.
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Adlib.
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AGOS: Give each MIDI track its own loop flag
Since the changes broke looping in Simon the Sorcerer 2.
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- not using byte pointer + size and instead now a
SeekableReadStream for factory
- adjusted ACCESS + AGOS engines accordingly
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use PKWARE data compression library code from COMMON/
AdLib drivers will get changed to use streams too
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implements support for extracting MIDPAK.AD from SETUP.SHR
this way the user isn't required to install the game and can just
use the files copied from CD-ROM.
Files inside SETUP.SHR were compressed using PKWARE data compression
library.
PKWARE decompression code based on information released by
Ben Rudiak-Gould in comp.compression on 13.8.2001
Miles Audio support is still disabled atm
and has to be enabled manually
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combined both Accolade + Miles Audio initial open() code
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enabled it by accident in the last commit
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in factory
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moved driver reading code into factory of both Accolade music drivers
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set _nativeMT32, so that the MT32 XMIDI track set is getting used
and not the general MIDI one for MT32 Miles Audio playback.
This should solve the MT32 music issues, although this needs
to get verified in detail.
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currently not enabled by default, because there are some
issues.
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