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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"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
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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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This is a workaround for how Lost in Time behaves in combination
with changes I made to the DataIO code for running Urban Runner
on low-memory devices.
Urban Runner's intro are far to big to have them copied into
memory for these devices, so I made the DataIO code return a
SafeSeekableSubReadStream into the opened archive stream instead.
Unfortunately, Lost in Time might not close a video file when it
closes the data file which it was originally in, especially when
loading a saved game. Since the video player needs to be able to
gaplessly continue a video and there does not, by itself, close
the video if not requested by the scripts, this leads to reading
out of an already closed stream in certain cases.
So, to worka round this issues, the video player tries to reopen
each currently opened video after a data archive was closed, to
make sure that that video is still available. If not, the video
is closed.
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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: r55769
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svn-id: r55760
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svn-id: r55634
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svn-id: r55628
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To make the meaning of the flag more clear and make the func
opcodes more similar to draw and gob opcodes.
svn-id: r55627
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svn-id: r55575
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svn-id: r55562
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svn-id: r55535
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svn-id: r55351
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svn-id: r55296
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svn-id: r55290
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Since Urban Runner casts int16s to uint32 before pushing them onto the
stack and after popping assumes it's little endian, we have explicitely
preserve the variable space endianness while pushing/popping.
svn-id: r55277
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Fixes Urban Runner loading.
This being broken has the potential of messing up
/everything/ in unpredictable ways, so saves of games using
this opcode may be borked. Thankfully, I *think* it's just
Urban Runner, which isn't working/supported yet anyway.
svn-id: r55276
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Removing the need for class DataStream and that handle mess.
svn-id: r53984
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svn-id: r53952
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svn-id: r53491
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Replacing it (and some strncpy + manual terminating) with
Common::strlcpy()
svn-id: r53490
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svn-id: r51895
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svn-id: r51878
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svn-id: r51864
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Add
static const int kFrontSurface = 20;
static const int kBackSurface = 21;
static const int kAnimSurface = 22;
static const int kCursorSurface = 23;
static const int kCaptureSurface = 30;
to class Draw and substitute the raw numbers in other files with
those aliases, for readability.
svn-id: r51852
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svn-id: r49068
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variables to unsigned makes the construction mode not crash anymore (though it now hangs in a loop)
svn-id: r43713
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svn-id: r43346
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CD only, with the '@' symbol
svn-id: r43227
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#2832362 ("GOB3: Scrolling locked after cutscene")
svn-id: r43147
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svn-id: r43001
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svn-id: r42588
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svn-id: r42155
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svn-id: r42153
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svn-id: r42144
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svn-id: r42123
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class
svn-id: r41839
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svn-id: r41791
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svn-id: r41773
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svn-id: r41760
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svn-id: r41753
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