Age | Commit message (Collapse) | Author |
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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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The EGA version of Gobliiins, similar to Little Red Riding Hood,
claims a few resources are larger than they actually are. The original
happily reads past the resource structure, but we'll instead fix
the size of the resource after loading.
This fixes bug #7162.
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Engines should only have to call one set of functions and not decide between the two. In fact, the 'emulation' API was documented to just call the 'real CD' API.
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The Once Upon A Time games handle endianness different in ANI, DEC
and RXY files than Geisha does. We need to support both approaches.
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Only contains a temp sprite handler ("menu.inf") for now.
This fixes the graphical glitch after clicking on the cloud.
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This fixes the missing resources in the screen where Little Red
has to find the animals' homes for them.
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This fixes the crash when selecting an animal in the "Languages"
screen.
Interestingly, the German names of the animals are partially
wrong... And for "Das Schmetterling" (sic!), even the recorded
speech sample is wrong.
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- Cheat the Diving minigame to a win
- Get the mastermind solution
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Geisha's intro shows now (with glitches, palette animation fail?) and
the game is playable.
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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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Some backends may break as I only compiled SDL
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svn-id: r55850
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svn-id: r55770
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svn-id: r55630
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svn-id: r55529
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svn-id: r55518
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svn-id: r55508
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Entering the GMM or the debug console during a video will not
mess up audio/video sync anymore.
svn-id: r55466
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Add an quick hack to fudge reading of the "voice.inf" file,
so that the voice match the selected text language.
svn-id: r55298
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svn-id: r55296
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To change ScummVM's color mode on-the-fly
svn-id: r55261
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svn-id: r54265
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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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Removing the need for class DataStream and that handle mess.
svn-id: r53984
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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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This allows interactive control of debug flags and variables and provides a base to allow
for commands to aid in tracking down script bugs which are tricky to replicate.
svn-id: r53398
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Enabling basic Urban drawing again
svn-id: r52949
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svn-id: r52947
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svn-id: r52945
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svn-id: r52944
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svn-id: r52943
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svn-id: r52942
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for identifying the problem
svn-id: r52135
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