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path: root/engines/gob/coktelvideo.h
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2009-04-29Playing half-sized videos fullscreen in the demoplayerSven Hesse
svn-id: r40211
2009-04-24The video now works correctly in the non-interactive Urban Runner demoSven Hesse
svn-id: r40128
2008-12-28/That's/ the blit24Sven Hesse
svn-id: r35587
2008-12-28More graphics fixes. blit24 (which isn't blit24 but just a slightly ↵Sven Hesse
different blit16) works now svn-id: r35586
2008-12-25Fixed compilation with g++4.3Johannes Schickel
svn-id: r35532
2008-12-24Moving the dither code to graphics/Sven Hesse
svn-id: r35526
2008-12-22Fixing the flow meter thingy in Urban RunnerSven Hesse
svn-id: r35491
2008-12-15More video changes/fixes/stubsSven Hesse
svn-id: r35384
2008-12-15Support for Urban Runner's new cursors (frames out of 16bit color VMDs)Sven Hesse
svn-id: r35376
2008-12-13Fixed the ADPCM decoder for 16bit audio (like in Urban Runner)Sven Hesse
svn-id: r35321
2008-12-12Using AppandableAudioStream::getTotalPlayTime() instead of the difference ↵Sven Hesse
between current and start time to sync audio and video svn-id: r35315
2008-12-11On second thought, an octree only works if the color to look up is in the ↵Sven Hesse
palette. So using a table-based approach to find the nearest color now, using only the upper 6 bits to stop the table from getting too large. It still takes noticeable time to build it. :/ But as a result, the video actually looks okay now... svn-id: r35298
2008-12-09Experimental support for VMD frames encoded in Indeo 3 (Indeo 3 decoder ↵Sven Hesse
closely based on the one in ffmpeg). Since Indeo 3 uses full 24bit colors (in YUV-space), frame data is mapped to the current palette (using an octree, should be the fasted way, methinks) and dithered with the Sierra-2-4A ("Filter Light") error distribution algorithm. svn-id: r35290
2008-12-03Preliminary support for extra data and scripts in video files (urgh, this is ↵Sven Hesse
so...vile). Used in The Last Dynasty, which now plays a bit further (the video sequences, at least) svn-id: r35227
2008-05-25Increased _soundSliceLength's accuracy. This fixes the A/V sync problems in ↵Sven Hesse
Woodruff's intro svn-id: r32274
2008-05-23Implemented GobEngine::pauseEngineIntern()Sven Hesse
svn-id: r32233
2008-05-08Implemented the background "music" / atmospheric sounds in WoodruffSven Hesse
svn-id: r31949
2008-04-27Implemented support for VMDs substituting object animations.Sven Hesse
Still far from being complete (and correct), but it's a start... - Only VMD "command" -3 is followed - Not all animation types are working - Timing is still off in most cases - Offsets are generally OK, but not always - No sound yet - Shouldn't segfault randomly, but I'm not entirely sure ;) svn-id: r31750
2008-03-07Added support for RLE compressed frame data in VMDsSven Hesse
svn-id: r31044
2008-02-29Fixed some Lost in Time bugs:Sven Hesse
- CD cutscenes are drawn correctly know - CD cutscenes are (more) correctly synced now - The cursor doesn't flicker anymore when a video is played in the background svn-id: r31014
2008-01-27Removed trailing spaces.Jordi Vilalta Prat
svn-id: r30664
2008-01-05Fix to remove a tab character from the GPL headerPaul Gilbert
svn-id: r30238
2007-08-01Support for (still a bit glitchy) 16bit soundSven Hesse
svn-id: r28383
2007-07-31- VMD playing works a bit better nowSven Hesse
- Minor cleanup svn-id: r28373
2007-07-31Still partly broken/stubby VMD playingSven Hesse
svn-id: r28363
2007-07-30- Removed left-over, commented-out codeSven Hesse
- Added support for palette changing within the frame data (haven't seen any IMD that actually does that, though) svn-id: r28342
2007-07-30Restructured and cleaned-up IMD playingSven Hesse
svn-id: r28327