Age | Commit message (Collapse) | Author | |
---|---|---|---|
2011-04-17 | SCUMM: Prefer Surface::format over Surface::bytesPerPixel. | Johannes Schickel | |
2011-02-20 | SCUMM: More DISABLE_TOWNS_DUAL_LAYER_MODE mess | dhewg | |
Uglify more code to fix compilation for DS Only compile-tested | |||
2011-01-16 | SCUMM: Prefer "Could not" over "Couldn't" in some error messages. | Johannes Schickel | |
svn-id: r55268 | |||
2010-11-05 | SCUMM/FM-TOWNS JAPANESE: fix out of bounds text drawing | Florian Kagerer | |
(could cause invalid memory access in MI1) svn-id: r54079 | |||
2010-10-23 | SCUMM/FM-TOWNS JAPANESE: fix font drawing in MI1 intro | Florian Kagerer | |
svn-id: r53725 | |||
2010-10-22 | SCUMM/FM-TOWNS JAPANESE: fix another font spacing issue | Florian Kagerer | |
(fixes MI1 character talk text) svn-id: r53704 | |||
2010-10-19 | SCUMM/FM-TOWNS JAPANESE: minor fix in last commit | Florian Kagerer | |
svn-id: r53617 | |||
2010-10-19 | SCUMM/FM-TOWNS JAPANESE: implement flipped text | Florian Kagerer | |
(used in the MI1 circus scene after Guybrush gets shot out of the cannon) svn-id: r53616 | |||
2010-10-18 | SCUMM/FM-TOWNS JAPANESE: fix font spacing issues | Florian Kagerer | |
(improves MI1 intro) svn-id: r53597 | |||
2010-10-17 | SCUMM/FM-TOWNS: more improvements to japanese font drawing | Florian Kagerer | |
(MI1 intro is still not right) svn-id: r53558 | |||
2010-10-17 | SCUMM/FM-TOWNS: more improvements to japanese font drawing | Florian Kagerer | |
- 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 | |||
2010-10-15 | SCUMM/FM-TOWNS: fix regression in non Japanese SCUMM 3 games | Florian Kagerer | |
svn-id: r53523 | |||
2010-10-15 | SCUMM/FM-TOWNS: fix display of dialogue options in Indy 4 Japanese | Florian Kagerer | |
svn-id: r53519 | |||
2010-10-15 | SCUMM/FM-TOWNS: fix up/down inventory arrows in Indy 4 Japanese | Florian Kagerer | |
svn-id: r53518 | |||
2010-10-15 | SCUMM/FM-TOWNS: improve japanese font drawing in SCUMM 3 games | Florian Kagerer | |
svn-id: r53510 | |||
2010-10-12 | SCUMM/FM-TOWNS: start fixing japanese font drawing | Florian Kagerer | |
svn-id: r53196 | |||
2010-10-10 | LOOM PC-Engine: fix regression | Florian Kagerer | |
svn-id: r53113 | |||
2010-10-05 | SCUMM/FM-TOWNS: disable new graphics code in DS port | Florian Kagerer | |
svn-id: r53033 | |||
2010-10-01 | SCUMM/FM-TOWNS: fix palette and other graphics issues | Florian Kagerer | |
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 | |||
2010-06-27 | Add support for Chinese The DIG. | Eugene Sandulenko | |
svn-id: r50375 | |||
2010-05-24 | Fix Russian versions of airport and farm as they use extended charset. | Eugene Sandulenko | |
svn-id: r49191 | |||
2010-03-10 | Silenced some harmless cppcheck warnings about unreachable code after a return. | Torbjörn Andersson | |
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 | |||
2010-01-25 | Strip trailing spaces/tabs. | Johannes Schickel | |
svn-id: r47541 | |||
2009-12-31 | Add support for Chinese translated games. | Eugene Sandulenko | |
svn-id: r46805 | |||
2009-12-31 | Fix gcc warning | Eugene Sandulenko | |
svn-id: r46796 | |||
2009-12-30 | Patch #2923628: "SOMI: Kanji support for japanese MegaCD version" | Eugene Sandulenko | |
svn-id: r46771 | |||
2009-11-22 | Some PCE BIOSROM's have a 0x200 byte header. We need to skip that if it's ↵ | Matthew Hoops | |
present to get to the correct font data. svn-id: r46100 | |||
2009-11-22 | Exclude Loom PCE engine specific code, from non-16bit color build. | Travis Howell | |
svn-id: r46080 | |||
2009-11-22 | Removed the incorrect line in CharsetRendererPCE::drawBits1(). | Travis Howell | |
svn-id: r46079 | |||
2009-11-22 | Virtualise drawBits1(). | Travis Howell | |
svn-id: r46076 | |||
2009-11-22 | Fix charset palette in PCE version of Loom, based on information from Tobias. | Travis Howell | |
svn-id: r46064 | |||
2009-11-22 | Add patch for Tobias, for Kanji support in Japanese PCE version of Loom, ↵ | Travis Howell | |
with minor changes. svn-id: r46061 | |||
2009-10-26 | Fix charset color in PCE version of Loom. | Travis Howell | |
svn-id: r45407 | |||
2009-10-26 | Fix charset display in PCE version of Loom. | Travis Howell | |
svn-id: r45406 | |||
2009-09-25 | Patch #2858137 and fix for bug #2855359: fmt_fnt.rom font loading failure is ↵ | Max Horn | |
ignored svn-id: r44346 | |||
2009-09-25 | SCUMM: Rename _bitDepth to _bytesPerPixel | Max Horn | |
svn-id: r44336 | |||
2009-06-04 | Add 16bit color support for later HE games. | Travis Howell | |
svn-id: r41153 | |||
2009-05-31 | The error() and warning() functions add ! and newline automatically. (I didn't | Torbjörn Andersson | |
look at debug() and debugC(), since I'm really bored with this now. :-) svn-id: r41061 | |||
2008-11-06 | cleanup | Max Horn | |
svn-id: r34910 | |||
2008-08-04 | Remove debug left over. | Travis Howell | |
svn-id: r33596 | |||
2008-08-02 | Fix for bug #1945335: "SCUMM: Invalid charset id can be stored". | Eugene Sandulenko | |
Regressions possible. svn-id: r33552 | |||
2008-08-02 | Fix bug #2023727: "MONKEY2: Misplaced Text" | Eugene Sandulenko | |
svn-id: r33544 | |||
2008-07-29 | Changed class File (and derived classes) to only support read-only access; ↵ | Max Horn | |
added a new class DumpFile for writing svn-id: r33412 | |||
2008-05-19 | Restrict the remaining changes made in rev 28166 to chinese COMI | Max Horn | |
svn-id: r32181 | |||
2008-05-18 | Fix for bug #1940063 (MONKEY: Crash during the marriage lechuck/marley) -- ↵ | Max Horn | |
regression was introduced by rev 28167 -- rule of thumb, if you add game specific code, make it game specifc ... ;) svn-id: r32177 | |||
2008-05-06 | Allow static and dynamic plugins to be used at the same time | Jordi Vilalta Prat | |
svn-id: r31888 | |||
2008-04-28 | Fix Kanji text positioning in DIG. Constants based on disassembly, but | Eugene Sandulenko | |
it can bring some regressions to subtitles. svn-id: r31757 | |||
2008-04-26 | Fix Kanji rendering | Eugene Sandulenko | |
svn-id: r31734 | |||
2008-04-08 | First attempt to support Japanese DIG | Eugene Sandulenko | |
svn-id: r31456 | |||
2008-01-28 | Fixed the spaces before tabs. | Jordi Vilalta Prat | |
svn-id: r30667 |