Age | Commit message (Collapse) | Author |
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Safer and less portability issues.
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This should fix bug #3295893.
The intention of this piece of code was to pad the first save slot
name with spaces until it's as long as the longest save slot name,
because the scripts use it to gauge the width of the save list.
Unfortunately, I messed up there, overwriting variable space directly
after the save names. In Urban Runner's case, this would be the list
of inventory items.
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svn-id: r55729
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svn-id: r55645
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For temporarily storing save "files"
svn-id: r55528
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The length of the slot 0 string determines the list's width
svn-id: r55426
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Not exactly the "nice", since up-depthing the sprite data to 24bit
happens after it has been adapted to the current system's color
format, so we're going to gradually lose precision when the save
gets passed around different systems. Still, this is the least
headachy solution, I guess...
svn-id: r55383
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Saving there still won't work though
svn-id: r55374
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svn-id: r55323
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svn-id: r52947
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svn-id: r49068
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svn-id: r43654
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SurfaceDescPtr (a Common::SharedPtr); and changed many SurfaceDesc pointers to references
svn-id: r41299
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svn-id: r41079
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something which seems to me a bug in SaveLoad_v4::ScreenPropsHandler::getSize)
svn-id: r41078
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and is versioned. Unfortunately, this invalidates most save games created on big-endian machines, since endian-issues was a main problem with the old system
- Removed the now superfluous variables sizes
svn-id: r41056
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