Age | Commit message (Collapse) | Author |
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(LOOM mouse cursor was broken in b1cb88ddc25da64772bbba253bd2210678189ace)
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This should fix incorrect text colors in some scenes.
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(as discussed with LordHoto this should rather be handled in the engine)
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Also move font rom loader to graphics/sjis and make the necessary changes there.
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drawChar is overloaded in FontSJIS. One takes a "Surface &" as first
parameter another one "void *", they furthermore have the exact same
number of required parameters. The one "void *" just had a few extra
parameters with default values. This resulted in a bug in SCUMM, where
"VirtScreen *" (a subclass of Surface) was passed instead of "VirtScreen &"
and thus the method taking "void *" was incorrectly used.
To make it easier to spot such bugs in the future I just removed the default
values and thus disallow such calls.
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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(Wrong character height for non-SJIS chars which messed up the inventory scrolling arrows)
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(another attempt to fix SCUMM FM-TOWNS for ANDROID)
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Uglify more code to fix compilation for DS
Only compile-tested
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svn-id: r55268
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(could cause invalid memory access in MI1)
svn-id: r54079
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svn-id: r53725
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(fixes MI1 character talk text)
svn-id: r53704
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svn-id: r53617
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(used in the MI1 circus scene after Guybrush gets shot out of the cannon)
svn-id: r53616
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(improves MI1 intro)
svn-id: r53597
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(MI1 intro is still not right)
svn-id: r53558
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- made use of LordHotos graphics/sjis code to reduce code duplication
- japanese mode for version 3 and 5 works fine now with few exceptions (some line spacing glitches in MI1 intro etc.)
svn-id: r53554
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svn-id: r53523
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svn-id: r53519
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svn-id: r53518
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svn-id: r53510
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svn-id: r53196
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svn-id: r53113
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svn-id: r53033
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This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).
Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.
This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).
Japanese font drawing hasn’t been improved much yet. This will be a separate task.
svn-id: r52966
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svn-id: r50375
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svn-id: r49191
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In this case, it was always a break after a return in a switch case. There are
similar cases which cppcheck didn't detect, and a couple of cases where we have
a break after a continue in a switch case (where the continue refers to an
outer loop), but I didn't touch those. Not yet, at least.
svn-id: r48218
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svn-id: r47541
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svn-id: r46805
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svn-id: r46796
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svn-id: r46771
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present to get to the correct font data.
svn-id: r46100
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svn-id: r46080
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svn-id: r46079
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svn-id: r46076
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svn-id: r46064
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with minor changes.
svn-id: r46061
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svn-id: r45407
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svn-id: r45406
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ignored
svn-id: r44346
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svn-id: r44336
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