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2014-02-18SCUMM: Make GPL headers consistent in themselves.Johannes Schickel
2013-08-04SCUMM: Fix Loom (and some other graphics regressions).Johannes Schickel
These are regressions from c05cb7f3bbcf4d64d4a938e0eb42065d8f3d3038. They were caused by VirtualScreen::getPixels differing from Surface::getBasePtr and I accidently used the former in some cases in the conversion. I also fixed a bug in debugger.cpp which exchanged x and y.
2013-08-03SCUMM: Take advantage of Surface::getPixels.Johannes Schickel
2013-08-03SCUMM: Prefer getBasePtr over direct Surface::pixels access.Johannes Schickel
2012-09-26JANITORIAL: Remove trailing whitespaces.Johannes Schickel
Powered by: git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
2011-09-17SCUMM FM-TOWNS: fix DS buildathrxx
2011-09-17SCUMM FM-TOWNS: fix regression and cleanupathrxx
(LOOM mouse cursor was broken in b1cb88ddc25da64772bbba253bd2210678189ace)
2011-08-26SCUMM: Implement proper Indy4 Amiga palette handling.Johannes Schickel
This should fix incorrect text colors in some scenes.
2011-07-14SCUMM: fix regression caused by recent sjis code changesathrxx
2011-07-10GRAPHICS: remove char/line spacing handling from sjis codeathrxx
(as discussed with LordHoto this should rather be handled in the engine)
2011-07-09SCUMM: fix DS compilationathrxx
2011-07-09SCUMM: Make use of graphics/sjis code for LOOM PCE sjis drawingathrxx
Also move font rom loader to graphics/sjis and make the necessary changes there.
2011-07-09SCUMM: cleanup sjis font rendering codeathrxx
2011-07-01GRAPHICS: Remove default values from FontSJIS::drawChar.Johannes Schickel
drawChar is overloaded in FontSJIS. One takes a "Surface &" as first parameter another one "void *", they furthermore have the exact same number of required parameters. The one "void *" just had a few extra parameters with default values. This resulted in a bug in SCUMM, where "VirtScreen *" (a subclass of Surface) was passed instead of "VirtScreen &" and thus the method taking "void *" was incorrectly used. To make it easier to spot such bugs in the future I just removed the default values and thus disallow such calls.
2011-06-20ALL: Remove trailing whitespacesMax Horn
This tries to make our code a bit more compliant with our code formatting conventions. For future use, this is the command I used: git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
2011-06-19SCUMM: fix SCUMM3 FM-TOWNS font rendering glitch in Japanese modeathrxx
(Wrong character height for non-SJIS chars which messed up the inventory scrolling arrows)
2011-06-16SCUMM: slightly changed behavior of 16bit mode detectionathrxx
(another attempt to fix SCUMM FM-TOWNS for ANDROID)
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-05-02SCUMM: fix whitespaces (patch #3281359)Max Horn
2011-04-17SCUMM: Prefer Surface::format over Surface::bytesPerPixel.Johannes Schickel
2011-02-20SCUMM: More DISABLE_TOWNS_DUAL_LAYER_MODE messdhewg
Uglify more code to fix compilation for DS Only compile-tested
2011-01-16SCUMM: Prefer "Could not" over "Couldn't" in some error messages.Johannes Schickel
svn-id: r55268
2010-11-05SCUMM/FM-TOWNS JAPANESE: fix out of bounds text drawingFlorian Kagerer
(could cause invalid memory access in MI1) svn-id: r54079
2010-10-23SCUMM/FM-TOWNS JAPANESE: fix font drawing in MI1 introFlorian Kagerer
svn-id: r53725
2010-10-22SCUMM/FM-TOWNS JAPANESE: fix another font spacing issueFlorian Kagerer
(fixes MI1 character talk text) svn-id: r53704
2010-10-19SCUMM/FM-TOWNS JAPANESE: minor fix in last commitFlorian Kagerer
svn-id: r53617
2010-10-19SCUMM/FM-TOWNS JAPANESE: implement flipped textFlorian Kagerer
(used in the MI1 circus scene after Guybrush gets shot out of the cannon) svn-id: r53616
2010-10-18SCUMM/FM-TOWNS JAPANESE: fix font spacing issuesFlorian Kagerer
(improves MI1 intro) svn-id: r53597
2010-10-17SCUMM/FM-TOWNS: more improvements to japanese font drawingFlorian Kagerer
(MI1 intro is still not right) svn-id: r53558
2010-10-17SCUMM/FM-TOWNS: more improvements to japanese font drawingFlorian 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
2010-10-15SCUMM/FM-TOWNS: fix regression in non Japanese SCUMM 3 gamesFlorian Kagerer
svn-id: r53523
2010-10-15SCUMM/FM-TOWNS: fix display of dialogue options in Indy 4 JapaneseFlorian Kagerer
svn-id: r53519
2010-10-15SCUMM/FM-TOWNS: fix up/down inventory arrows in Indy 4 JapaneseFlorian Kagerer
svn-id: r53518
2010-10-15SCUMM/FM-TOWNS: improve japanese font drawing in SCUMM 3 gamesFlorian Kagerer
svn-id: r53510
2010-10-12SCUMM/FM-TOWNS: start fixing japanese font drawingFlorian Kagerer
svn-id: r53196
2010-10-10LOOM PC-Engine: fix regressionFlorian Kagerer
svn-id: r53113
2010-10-05SCUMM/FM-TOWNS: disable new graphics code in DS portFlorian Kagerer
svn-id: r53033
2010-10-01SCUMM/FM-TOWNS: fix palette and other graphics issuesFlorian 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
2010-06-27Add support for Chinese The DIG.Eugene Sandulenko
svn-id: r50375
2010-05-24Fix Russian versions of airport and farm as they use extended charset.Eugene Sandulenko
svn-id: r49191
2010-03-10Silenced 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
2010-01-25Strip trailing spaces/tabs.Johannes Schickel
svn-id: r47541
2009-12-31Add support for Chinese translated games.Eugene Sandulenko
svn-id: r46805
2009-12-31Fix gcc warningEugene Sandulenko
svn-id: r46796
2009-12-30Patch #2923628: "SOMI: Kanji support for japanese MegaCD version"Eugene Sandulenko
svn-id: r46771
2009-11-22Some 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
2009-11-22Exclude Loom PCE engine specific code, from non-16bit color build.Travis Howell
svn-id: r46080
2009-11-22Removed the incorrect line in CharsetRendererPCE::drawBits1().Travis Howell
svn-id: r46079
2009-11-22Virtualise drawBits1().Travis Howell
svn-id: r46076
2009-11-22Fix charset palette in PCE version of Loom, based on information from Tobias.Travis Howell
svn-id: r46064