Age | Commit message (Collapse) | Author |
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This bug is "DRASCULA-IT: Crash/graphic glitch at castle towers".
The crash was due to width and height values being passed to
copyBackground() being invalid due to out of bounds read from
the factor_red array. This adds debugging statements and fixes
the crash by clipping accesses to the maximum index of factor_red.
This doesn't however fix the observed GFX glitch, but stops it being
a segfault.
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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The surface returned by OSystem::lockScreen() can have a pitch which
differs from w * bytesPerPixel, so modify the code to take this into
account. Fixes FMV problems on Dreamcast.
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Some backends may break as I only compiled SDL
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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: r49715
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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: r49709
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svn-id: r49708
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svn-id: r49700
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playing the German translation) doesn't fit on the screen at the desired
position.
svn-id: r48850
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svn-id: r48217
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svn-id: r48000
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the same interface itself. The caller is now responsible for
deleting the returned streams.
svn-id: r47994
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SeekableReadStream everywhere.
svn-id: r47993
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svn-id: r47990
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svn-id: r47541
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svn-id: r43056
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video buffer
svn-id: r43048
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svn-id: r42755
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svn-id: r40521
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svn-id: r35648
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- Removed some duplicate code
svn-id: r34569
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svn-id: r34567
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better placed now
svn-id: r34560
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more sense, and matches the way that the original printed text on screen (in most cases)
Fixes bugs #2102657 - "DRASCULA: Crash when talking to the piano player" and #2111820 - "DRASCULA: Dialog texts too long"
svn-id: r34558
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svn-id: r34531
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regression from moving mouse handling to OSystem
svn-id: r34526
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svn-id: r34513
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- Merged copyRect and copyRectClip
- Added enums for all the possible character directions and removed duplicate directions
- Extended the talk sequence commands a bit
- Removed unnecessary buffer faceBuffer and the unneeded casts between byte * and char * that were used
svn-id: r34503
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- Cleaned up updateDoor()
- Bugfixes to exitRoom() and gotoObject()
- Moved cursor-related functions to interface.cpp
- alapuertakeva -> roomExits
svn-id: r34493
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svn-id: r34491
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svn-id: r34490
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svn-id: r34489
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the game itself (this means that there might be regressions where the cursor is visible when it shouldn't be)
- Removed the textSurface pointer, which was used in the Spanish version. Non-Spanish versions of the game hold the font data in the tableSurface buffer (which contains picture 96). The font data for Spanish versions is in picture 974. Now both versions load their font data from the tableSurface buffer
- hay_que_load -> loadedDifferentChapter
- Merged withoutVerb() and selectVerb()
This is a big change, it might lead to regressions!
svn-id: r34488
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svn-id: r34460
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latest cleanups
svn-id: r34183
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svn-id: r34181
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svn-id: r33973
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svn-id: r32727
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svn-id: r32644
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svn-id: r32639
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svn-id: r32623
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for decodeOffset (as it can incorrectly write beyond 64000 bytes, up to 64256)
svn-id: r32619
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Des_RLE -> decodeRLE
Des_OFF -> decodeOffset
Lenght -> length
Removed duplicate code for RLE decoding
svn-id: r32617
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svn-id: r32616
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- Renamed loadPCX -> showFrame
- Removed WaitForNext()
- Cleaned up the PCX frame loading code
svn-id: r32615
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off-by-one error in the PCX decoding routine
svn-id: r32613
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