Age | Commit message (Collapse) | Author |
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When the Ex memory regions are close to full, it is possible for
the game to fail to purge objects and then crash with an OOM error
even if it isn't actually out of memory. This patch calculates the
amount of free memory truly needed when allocating to Ex memory to
allow exactly the entire frame & text regions to be used, instead
previously where a hard-coded amount of free space to maintain was
used, which guaranteed that the entire memory region could not
actually be used by the game.
This change may be masking some underlying memory leak, or it may
just be that near the end of the game the game naturally comes
close to reaching the maximum memory region size. For the moment,
I am assuming the latter.
This commit also adds some assertion checks to the memory transfer
functions to make sure the regions don't quietly overflow in other
cases, since pickupConts performs transfers in a manner that
doesn't ensure enough free memory exists for them to be successful.
Fixes Trac#6820.
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This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
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This is partly for readability and partly to avoid any possible
portability issues i.e. though they should be the same, size_t is
defined by system headers, whereas uint is defined within our build
system.
Also, replaced a array size calculation with our ARRAYSIZE macro.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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As a call to waitForVSync() was the only contents of vsync(), there
should be no functional change.
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Currently, the usages associated with savegames have been omitted.
These will probably need a different prefix constant as it is likely
foreign variants still use "DREAMWEB.*" for savegames, while using
a different prefix for the datafiles. We may even migrate away from
this naming convention as this causes savegame collisions when multiple
language variants are present, which could cause issues.
The usages in the Room members of the constant g_roomData structure have
also been omitted, as the members are copied into the savegame format,
thus replacing these and fixing other accesses is not trivial.
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This new variable removes the need for duplicates strings of the form
"DREAMWEB.*" spread throughout the dreamweb engine, replacing them with
a common const string on the engine holding the datafile name prefix.
This will reduce binary size and it should also simplify adding support
for foreign language variants, where the datafile name prefix is
changed.
To demostrate usage and prove this, showPCX() is migrated to using this.
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DreamWebEngine
Also, remove dead code (allocateMem/deallocateMem)
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The data segment is now completely unused.
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of unused global constants
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This has been done by an automated search/replace, culling unused
variables in the process. The remaining variables in data are all stored
in savegames.
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Also, minor formatting fixes.
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This reverts commit 4c66f74b58e9a2c191f22a37f485047dd19be131.
These functions aren't ready to be moved yet till the remaining two are
finished, and they're so crossreferenced that the safest thing to do is
revert this commit and break it down to smaller chunks
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