Age | Commit message (Collapse) | Author |
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This also fixes a palette glitch when trying to interrupt during
a fade. (The old image would flash before the room changed. It's
possible other such glitches still exist here, but if so they're
much less obvious than that one was.)
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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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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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This is a situation that would occur when a user copies drscula save
files from one device to another, without copying the corresponding
index, or copies the index without all corresponding save files.
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Added kSupportsListSaves to DrasculaMetaEngine::hasFeature
Added working listSaves to DrasculaMetaEngine
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On some systems, passing signed chars to macros like isspace() etc. lead
to a runtime error. Hence, mark these macros as forbidden by default,
and introduce otherwise equivalent alternatives for them.
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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 also adds two TODOs to playFile, which are related to how the sound data
size is calculated.
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Now the confirm quit screen still updates the room and allows mouse movement.
For me that removes the feeling that ScummVM locked up when I pressed escape.
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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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Also, remove two engines not using VOC from voc.h header.
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of a dispose flag.
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This fixes a potential problem with passing char values that would be sign-extended and yield unexpected results.
See http://msdn.microsoft.com/en-us/library/ms245348.aspx
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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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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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This unifies the engine names in MetaEngine::getName() and the
credits. In particular drop "Engine" or "engine" from the names when
it was present and use expanded names in credits when the
MetaEngine uses it (e.g. "Beneath a Steel Sky" instead of "BASS").
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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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This happens for example if the drascula.dat file is not found.
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Found by GCC 4.6's -Wunused-but-set-variable
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svn-id: r55850
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svn-id: r55806
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svn-id: r55685
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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: r55581
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A warning occurs that the archive, Packet.001 has been added twice.
This is due to a hack to get the detector priority listing correct.
This fix prevents this causing a multiple add of the same archive.
svn-id: r55580
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svn-id: r55579
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svn-id: r55578
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svn-id: r55566
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