Age | Commit message (Collapse) | Author |
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I don't see any purpose to this delays and they were not present in
the original engine. It works fine without those and the interface
seems more responsive.
This fixes bug #7121 DRASCULA: Delay and freeze when pressing
right mouse click on game
Also move a delay when left clicking to after performing the action.
With the delay between the left click and the action, the mouse
position could have moved when performing the action, resulting
in the wrong action being performed (e.g. activating the wrong verb
or picking the wrong object in the inventory). But removing the
delay altogether causes flickering when picking objects from the
inventory.
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The delay, since it updates the mouse position, resulted in a
different verb being selected than the one we clicked on when
moving the mouse quickly after the clic. This was quite confusing
and frustrating. I can't see any reason for this delay and it seems
to work well without it. The initial commit adding it indicates this
was "for better mouse response", but it added a lot of other delays
at the same time, and removing this one doesn't see to impact the
mouse response (on the contrary, we get the new cursor quicker).
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To time animations the original engine uses interrupt to get the
Real Time Clock and divides the number of clock ticks by 0.182.
Since there is approximately 18.2 ticks per second, this means
it uses values in 1/100th of a second. In ScummVM we were using
getMillis() / 20, so the animations was two times slower than in
the original.
This might fix bug #7115 Drascula: FPS are incorrect or some
frames are dropped.
Note that for the walk animation we are still not exactly using the
timing of the original. The original engines keeps each walk frames
for 5.7 times 1/100th of a second (i.e. 17.54 FPS). In ScummVM
getTime returns an integer value and as a result each walk frame is
now kept for 6 times 1/100th of a second (i.e. 16.67 FPS, which i
better than the 8.33 FPS we were getting before this commit).
as our getTime returns integer values and thus we use
frames for 6 of 1/100th of a second while the original is slightly
faster as it kept frames for 5.7 times 1/100th of a second.
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version
This simplifies the code and bring it closer to the original source code.
This should help if we need to debug issues in the future.
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This was a regression from commit fa3d3e3 and this fixes part of
bug #7113 DRASCULA: Serious sprite glitches.
The original uses extraSurface to draw text in draw_abc() in the
Spanish version while other languages use tableSurface. But in
ScummVM this was changed to use tableSurface for all languages.
However this caused an issue in chapter 6 when displaying the
inventory has it is also using tableSurface, as it was for all languages
in the original. While using the same surface works for other
languages, in the Spanish version we get the wrong background in
the inventory.
Rather than revert to using extraSurface for drawing text which is
a big change and impact all the chapters, I have opted to simply
swap the usage of the tableSurface and extraSurface in chapter 6
for the Spanish version compared to the original engine. The
changes therefore only impact chapter 6 and only the Spanish
version. I played the chapter in full to check that it indeed works
without causing adverse effects.
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This code was committed by mistake in the previous commit.
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The previous fix only fixed the incomplete state when loading from
the launcher. Now this is fixed when loading from the game as well.
It also fixes loading a savegame from the first stage of the pendulum
scene (when the protagonist is not visible) to any other scene in
chapter 6. The protagonist was not made visible again when loading
the savegame.
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Room 102 has two states. The first one has an animation of a
pendulum while the protagonist is chained to a table beneath it.
The second state is after the protagonist free himself. In the second
state the pendulum has stopped. When saving in the first state,
loading the save game did not properly setup the pendulum
animation causing graphic glitches.
This fixes bug #7113 DRASCULA: Serious sprite glitches
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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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This code was used until commit aaf8b58 that reworked the detection
to support French and German versions.
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The music add-on packs we provide have the audio files in an "audio"
folder, but without clear indication that its contents should be
copied inside the game data folder. Since this can lead to confusion
from users, we just add support for this case
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This now opens correctly on CTRL-d keystroke.
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This removes the superfluous talkHeight, talkWidth and timeDiff
variables. It also changes _loadedDifferentChapter to be a boolean
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This cleans up the save/load code and resolves multiple issues with the
original save/load screen.
Save game timestamps and thumbnails are now implemented, together with
the ability to load a game from the launcher.
F7 is now mapped to the ScummVM load dialog, and F10 to the save dialog
(if the user has selected to use the ScummVM save screen).
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This allows quitting ScummVM in only a minimal time when a converstion is
running instead of waiting for it to finish. It is still not instant but much
better.
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Safer and less portability issues.
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This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
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Some backends may break as I only compiled SDL
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svn-id: r55850
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A memory leakage was traced down to a failure to call the engine destructor.
This was due to the engine directly calling OSystem quit() i.e. _system->quit(), rather than
just allowing engine::run() to return.
Have removed this code and implemented the changes required to allow graceful Quit/RTL to occur.
svn-id: r55583
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svn-id: r55578
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svn-id: r55566
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Minor whitespace fixes as well.
svn-id: r55560
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svn-id: r54148
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svn-id: r50840
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svn-id: r49722
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Bug #2011470: "DRASCULA: slowdown when you hold mouse buttons" fixed
by changing right mouse semantic. Now the items menu showed on
button up instead mouse down like earlier.
svn-id: r49721
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svn-id: r49715
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svn-id: r49714
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Bug #2826608: "DRASCULA: Cursor GFX error" fixed by introducing
separate buffer for cursors. This also fixes the root cause of
the problem.
svn-id: r49713
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svn-id: r49703
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svn-id: r49678
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- Removed AudioCDManager Singleton, and changed code for using AudioCDManager in OSystem.
- Added initialization code for new AudioCDManager in BaseBackend and OSystem_SDL.
svn-id: r49548
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