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 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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Minor whitespace fixes as well.
svn-id: r55560
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svn-id: r54815
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svn-id: r54148
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This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).
The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.
svn-id: r54147
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svn-id: r54125
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Also fix some typos, and minor tweaks
svn-id: r54118
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svn-id: r53484
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svn-id: r53473
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This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.
Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.
svn-id: r53399
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svn-id: r53034
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The workaround is no longer needed since we provide the previously
missing track. It shouldn't break the game if you play from the CD
either, as the timing appears to be hardwired rather than keyed to
the music.
svn-id: r52866
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Otherwise buffered-up key presses can cause dialog to be skipped once
the player finally picks a conversation option.
svn-id: r52850
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