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2017-10-07ENGINES: Remove default1x scaler flagColin Snover
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.
2017-08-06JANITORIAL: Silence more GCC 7 warningsTorbjörn Andersson
All these fall through were marked as deliberate, so again I've only changed the comment to silence GCC.
2017-08-06GOB: Fix what looks like an obviously incorrect conditionTorbjörn Andersson
Though since I don't have the game I can't actually test it. :-)
2017-08-06JANITORIAL: Silence more GCC 7 warningsTorbjörn Andersson
There were all flagged as intentional fall throughs. I simply changed the comments to something GCC would recognize.
2017-01-26GOB: Add another interactive Gob3 demo, as supplied by Dark-StarSven Hesse
This demo comes with texts in English (GB), German and French.
2016-11-29ALL: game state => saved gameBen Castricum
2016-09-03JANITORIAL: Make GPL headers uniformEugene Sandulenko
2016-07-28GOB: Move debug channel registration to the top of the engine constructorEugene Sandulenko
2016-07-20GOB: Work around broken resource sizes in Gobliiins EGASven Hesse
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.
2016-04-14GOB: Reduce audio header dependenciesOri Avtalion
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-03-28GOB: Fix Fascination entry, it is DOS, not Amiga versionEugene Sandulenko
2016-03-27GOB: Added another French Playttons2. Bug #7052Eugene Sandulenko
2016-03-27GOB: Added Spanish Fascination detection entry. Bug #7069Eugene Sandulenko
2016-03-13BACKENDS: Only expose one set of functions for AudioCDManagerMatthew Hoops
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.
2016-03-13BACKENDS: Move to an openCD() without parameters as the public APIMatthew Hoops
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2016-02-28GOB: Don't completely reset the OPL in AdLib::initOPL()Sven Hesse
It shouldn't be necessary anymore, since initOPL() cleans everything. If, however, suddenly a piece of music sounds weird in a Gob game, this is the place to look for. This fixes a race condition between OPL::reset() and the callback timer.
2016-02-14GOB: Fix warningEugene Sandulenko
2016-01-02GOB: Remove unnecessary includes and forward-declarationsSven Hesse
2015-09-02GOB: Make the currently playing CD track all-uppercaseSven Hesse
This is what the original game does too, and the scripts query for all-uppercase CD track names. Interestingly, this being wrong has been mostly inconsequential. It does, however, manifest in one bug in the underwater wreck level of Gobliins 2. After calling the Moray Eel by lighting the lamp with Winkle, speaking to said eel has the scripts wait for the currently playing background track to end before playing the voice lines, instead of ending the audio track forcefully. The track is only about a minute long, so it's "only" annoying, not a game-stopper. The scripts also try to compare the CD track name with some different, all-uppercase names, so this is possibly relevant in some other places as well. No such bug report exists at the moment, though. See also the forum post with the bug report: http://forums.scummvm.org/viewtopic.php?p=81733#81733 A somewhat related bug report is #2999 "GOB2 : Moray Eel Game Freeze (Wreck Scene)" (<http://sourceforge.net/p/scummvm/bugs/2999/>). At that time, the script expression parser still did a stricmp for the NEQ expression (which is wrong), and that made the bug not trigger. Commit 5c58b9a3a4a8848474aba18c02c0da997fb138a2, which fixed that incorrect NEQ behaviour, then made this bug here appear.
2015-08-03GOB: Remove a useless call to Variables::getAddressOff8()Sven Hesse
This is a left-over vestige of when the gob engine recorded the size of each variable currently in use, because it byte-swapped all variables on save/load depending on the machine ScummVM ran on. The gob engine doesn't do that all anymore (instead, the variables are always stored in the endianness of the original game), so getAddressOff8() doesn't store "this is an 8-bit variable" anymore, making the call a NOP. This fixes Coverity Scan issue #1267142.
2015-07-19GOB: Get rid of unused Audio::mixer referencesMax Horn
Also remove the unused AdLib::_rate member variable.
2015-07-07AUDIO: Remove all AudioStream access to OPLMatthew Hoops
2015-07-07GOB: Implement custom AdLib volume controlWalter van Niftrik
2015-07-07GOB: Use the built-in OPL timerMatthew Hoops
2015-07-07AUDIO: Remove the sample rate configuration from the OPL codeMatthew Hoops
2015-05-07GOB: Make coordinate parameters in Surface::fillRect() signedSven Hesse
And clip to [0, width), [0, height) before drawing. This fixes bug #6864, which is a regression I introduced in 51fd528fe56e00466255d54e1e71b19f34729bfd when I changed all the drawing code to use the Surface class. I thought that having unsigned coordinates makes sense, but for some reason, Fascination sets _destSpriteX (which maps to left in fillRect()) to -1, expecting the drawing code to clip.
2014-10-19GOB: Remove useless memcpy()Sven Hesse
Happened while removing Draw::_vgaSmallPalette in 0f9b1364c. Fixes Coverity issue #1230309.
2014-10-04GOB: Update list of files that contain translatable stringsThierry Crozat
2014-07-08GOB: Remove duplicate entries for Ween DOSSven Hesse
Seems like that happened when I sorted them by platform after splitting up the big detection table in 07b17f711. This fixes bug #6676.
2014-05-27ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd.Johannes Schickel
2014-05-27ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf.Johannes Schickel
2014-03-16GOB: Calculate _totResStart even if no resources followSven Hesse
It's also used as a base offset for TOT strings. This fixes a crash in the Amiga version of Bargon Attack.
2014-03-16GOB: Remove the last remnants of Draw::_vgaSmallPaletteSven Hesse
Draw::_vgaSmallPalette was supposed to be a 16-color VGA palette / EGA palette, but we've been using the first 16 entries of Draw::_vgaPalette for that for ages now. The only parts where we didn't were codepaths never actually taken in the gob games, so for the sake of clarity (and fixing Coverity issues), this commit removes those as well. Fixes Coverity issues 1192648 and 1192649.
2014-02-28IMAGE: Move all ImageDecoders to image/Matthew Hoops
2014-02-18GOB: Make GPL headers consistent in themselves.Johannes Schickel
2014-02-09GOB: Fascination - Reduce the scope of a couple of variablesStrangerke
2014-01-31GOB: Correct the language field for CroustibatSven Hesse
2014-01-31GOB: Add a game type and detection table for CroustibatSven Hesse
2014-01-31GOB: Move getTotTextItemPart() from Inter_v3 to Inter_v2Sven Hesse
2013-11-24BUILD: Remove need for engine.mk in each engine directory.D G Turner
Each engine now only has to provide a single configure.engine file adding the engine into the configure script, which then produces the required other files automatically.
2013-11-24BUILD: Remove need for engine-plugin.h in engines.D G Turner
This is now generated automatically by the configure script from the engine directory names.
2013-11-24BUILD: Split engines/plugins_table header down to a file per engine.D G Turner
This is the third and final commit enabling fully pluggable engines. Now providing an engine folder contains a configure.engine, engine.mk and engine-plugin.h file, it will be picked up automatically by the configure script.
2013-11-24BUILD: Split engines.mk down to a single file per engine.D G Turner
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine.
2013-11-24BUILD: Split configure.engines down to a single file per engine.D G Turner
This is the first part of allowing engines to be added dynamically. They are placed into a folder in engines/ which must contain a file named "configure.engine" to add the engine, which is pulled into the top level configure script automatically.
2013-08-12I18N: Move specification of engine specific files to enginedir/POTFILES.Johannes Schickel
This allows to keep the engines to specfiy the files for translation close to the engine sources itself. Thanks to criezy for his suggestion on this approach.
2013-08-08COMMON: Rename ConfigFile to INIFile.Johannes Schickel
This clears up that 'ConfigFile' is actually a class handling only INI-files.
2013-08-03GOB: Take advantage of Surface::getPixels.Johannes Schickel
2013-08-03GOB: Prefer getBasePtr over direct Surface::pixels access.Johannes Schickel