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path: root/engines/cine/gfx.h
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2009-09-22Implement menu stack to support all menu color effects, specific to the ↵Johannes Schickel
Amiga version of the game. svn-id: r44263
2009-09-21Changed AMIGA menu code to closer match the original. (The menu item ↵Johannes Schickel
highlight selection is still wrong though.) svn-id: r44231
2009-09-20Changed some type names to match our coding guidelines.Johannes Schickel
svn-id: r44224
2009-08-25Fix for bugs #2843081 "FW: Assert starting demo (regression)" and #2843080 ↵Johannes Schickel
"OS: Assert starting demo (regression)". svn-id: r43743
2009-06-11Fix Operation Stealth's 2nd arcade sequence's revolving doors.Kari Salminen
- Now the doors actually do revolve when before they didn't. - The fix was to alias the 9th background with the collision page directly when loading collision page data. This way changes written to the 9th background go to the collision page and vice versa (And there were changes in the labyrinth). - Also converted _bgTable from a pure array to a Common::Array svn-id: r41453
2009-06-08Convert FWRenderer and OSRenderer to use Cine::Palette.Kari Salminen
Also fix some bugs that came up in testing of Cine::Palette. svn-id: r41386
2008-10-22Remove unnecessary function overloadings for loadBg16 and loadBg256.Kari Salminen
svn-id: r34840
2008-08-14Moved showing of the collision page from Alt-key to F11-key because Alt ↵Kari Salminen
conflicted with taking screenshots using Alt-s. Great. Hopefully F11 doesn't conflict with anything useful. svn-id: r33877
2008-08-12Changed commandBuffer from a char[80] to Common::String and made ↵Kari Salminen
FWRenderer::setCommand use a Common::String. Hopefully this might help with the command buffer overflow stuff, although this isn't a fix for the problem behind it, just a bandaid. svn-id: r33793
2008-08-11Implemented drawMessage changes for Operation Stealth's timed cutscenes ↵Kari Salminen
(Negative colors are used for timed text boxes that are totally transparent, only the text is drawn). svn-id: r33790
2008-08-06Renamed page3Raw to collisionPage so it's more apparent what it does.Kari Salminen
svn-id: r33669
2008-08-06HACK: Force oxygen to maximum during Operation Stealth's first arcade sequence.Kari Salminen
This way the arcade sequence is completable now. This hack should be removed later and the first arcade sequence be made properly playable! svn-id: r33667
2008-07-28Added loading of temporary Operation Stealth savegames. Needs testing!Kari Salminen
- Music related settings and adBgVar0 & adBgVar1 aren't loaded currently. Modified resetEngine to also reset more of the Operation Stealth specific variables. Added getter for background scrolling value. Changed additional background indices 1 & 2 from byte to uint16. Made savegame loading functions return !in.ioFailed() as return value instead of true as previously. svn-id: r33379
2008-07-27Added a preliminary saving routine for Operation Stealth (Disabled by ↵Kari Salminen
default, needs more work still. WIP!). Added backgrounds' name saving (8 names in Operation Stealth instead of just 1 like in Future Wars). Added 256 color palette saving and restoring (One of the palettes isn't properly handled yet though). svn-id: r33349
2008-07-22Fix for bug #2019355 (FW: broken compatibility with 0.11.1 saves):Kari Salminen
- Changed savegame loading related functions to use SeekableReadStream rather than InSaveFile so MemoryReadStream can be used transparently. - Fixed loadResourcesFromSave to load multiframe animations correctly and to load 0.11.0/0.11.1 Future Wars savegames which used a slightly different format. - Added a savegame format detector that tries to detect between the old Future Wars savegame format, the new one and a broken revision of the new one. - Changed makeLoad to first load the savegame fully into memory and only then handle it (If the savegame's packed then it's unpacked first). If the packed savegame can't tell its unpacked size (i.e. it's using zlib format) then we'll try to load up to 256kB of the savegame data. Thanks to wjp for his help with nailing this release critical bug. svn-id: r33192
2008-05-24Patch #1969189: "CinE renderer rewrite"Eugene Sandulenko
svn-id: r32257
2008-04-21Patch #1941066: "CinE sprite overlay rewrite" courtsey of next_ghostEugene Sandulenko
svn-id: r31651
2008-04-07Patch #1913862: "CinE Script system"Eugene Sandulenko
svn-id: r31444
2007-12-14renamed several structures, variables and functionsGregory Montoir
svn-id: r29860
2007-12-08simplified gfxConvertSpriteToRaw, some renamingGregory Montoir
svn-id: r29758
2007-05-30Updated legal headers in source files, based on what Pidgin (the IM client ↵Max Horn
formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots svn-id: r27024
2007-05-19removed 4 unused offscreen buffers ; also changed several 64k buffers to be ↵Gregory Montoir
dynamically allocated. svn-id: r26879
2007-05-18added debug code to display sprite masksGregory Montoir
svn-id: r26865
2007-05-17moved gfx related functions from various.cpp/.h to gfx.cpp/.h and fixed ↵Gregory Montoir
indentation of previous commit svn-id: r26863
2007-05-17added code for gfxSpriteFunc1 and gfxSpriteFunc2, which are used for sprite ↵Gregory Montoir
masking (see also bug #1624797) svn-id: r26861
2006-12-03Changed CINE_*_H_ to CINE_*_H for consistency with other engines. (Oh, who am ITorbjörn Andersson
kidding, I'm still testing the SVN change.) svn-id: r24806
2006-11-18Implement o1_fadeToBlack()Eugene Sandulenko
svn-id: r24738
2006-04-09Fixed savegame saving/loading. I haven't done anything about the userTorbjörn Andersson
interface, so it's still even worse than in the original interpreter (just like in cinE, presumably), but at least it no longer crashes when loading the saved game, and hopefully the correct palette is saved. svn-id: r21718
2006-03-23uint8 -> byteEugene Sandulenko
svn-id: r21414
2006-03-15added mouse cursorsGregory Montoir
svn-id: r21321
2006-02-25Moved cine engine into namespace CineMax Horn
svn-id: r20851
2006-02-23formating codePaweł Kołodziejski
svn-id: r20835
2006-02-23Cleanup to remove duplicate type definesTravis Howell
svn-id: r20821
2006-02-22Initial version of Cinematique engine evo 1.Eugene Sandulenko
svn-id: r20813