Age | Commit message (Collapse) | Author |
|
|
|
Fixes the broderbund logo movie being partially visible when the Cyan
logo is playing.
Fixes Trac#10595.
|
|
Used in the 25th Anniversary edition of Myst ME
|
|
When the lights are on, the open door image would not draw at the
correct position in Myst ME only.
This is due to the open door image being too small. The original has a
special case for that image. We reproduce that same hack.
Fixes Trac#7143.
|
|
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.
|
|
Thanks to dafioram for providing the replacement image.
Fixes #10115.
|
|
Change all inner loops to call the same frame function.
Remove the draw delay code. Now that we have proper frame pacing it is
not necessary anymore to wait before drawing to make sure the previous
frame stayed on the screen long enough.
Fixes #9915, #9922, #9923.
|
|
Fixes #9594, the mouse cursor was hanging while transitions were drawn.
|
|
The Spanish version of Myst has bitmaps that use palette indices in the system
reserved range. Affected pixels previously used colors from the Windows system
palette instead of the bitmap's own palette, resulting in visual glitches.
Bitmaps are now remapped to the screen palette which is made of the Windows
reserved palette and part of the bitmap palette. The original engine used GDI's
StretchDIBits with DIB_RGB_COLORS to achieve the same result.
Fixes #7153.
|
|
Was broken when adding transition support.
Fixes scripted card changes not displaying for a long enough time.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The Mac version of Myst ME is actually not Mohawk and is instead closer to the engine used in Myst3.
|
|
|
|
|
|
|
|
|