Age | Commit message (Collapse) | Author |
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svn-id: r53117
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svn-id: r53033
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svn-id: r53000
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svn-id: r52999
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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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avoid problems in case it was disabled earlier.
svn-id: r48622
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svn-id: r47541
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hard-coded cursors.
svn-id: r46075
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version of Loom, based on information from hennymcc.
svn-id: r46074
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svn-id: r46066
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svn-id: r45404
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svn-id: r45394
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svn-id: r45393
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svn-id: r44336
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guarantee a consistent build.
svn-id: r43604
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svn-id: r43416
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svn-id: r43410
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parameter of NULL (and initialize NULL pointers with CLUT8), rather than taking a Graphics::PixelFormat with default parameter of Graphics::PixelFormat::createFormatCLUT8()
svn-id: r41900
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____CursorFormat functions into equivalent ____Cursor functions.
svn-id: r41825
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svn-id: r41696
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GuiManager cursors will render properly over the game (on spacebar hit, for instance)
svn-id: r41491
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removing order section and temporarily removing kFormatARGB1555
Converted cursor code to make use of _screenFormat, instead of a parameter passed directly to it by the engine.
Adjusted scumm engine to account for these changes.
This should probably have been two separate commits, but the changes concern the same files...
svn-id: r41443
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16-bit cursor support in a less hacky, but still temporary way.
svn-id: r41209
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temporary hack.
svn-id: r41204
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svn-id: r41194
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for 16bit color HE games.
svn-id: r41193
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svn-id: r41191
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svn-id: r39567
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svn-id: r35293
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svn-id: r30667
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svn-id: r30664
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Also replace default HE cursor (used in Lost) with correct one.
svn-id: r30650
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svn-id: r30162
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svn-id: r30160
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enabled 3DO/DOS/Macintosh versions of early HE games. Adding only the minimum code required for HE70 games.
svn-id: r30011
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been updated.
svn-id: r28966
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HTTPS and hence through proxies&firewalls :)
svn-id: r28877
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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manage *cursor* palettes, so the name was misleading.
svn-id: r25500
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svn-id: r24323
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svn-id: r23935
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(i.e. _gdi is a pointer now)
svn-id: r23921
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svn-id: r22732
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recently added (cursor) palette manager) so that the cursor can be properly
restored after returning from the GUI.
If there's any C++ magic that can keep the backend functions from being called
by anything else than these managing classes, that would probably be a good
idea. Also, since the cursor manager keeps a copy of the cursor image, perhaps
there are at least some backends that will no longer need to?
svn-id: r22639
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to work, cursor palette now has to be set using the new "palette manager". See
graphics/paletteman.cpp
svn-id: r22543
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setupFOO for stuff that inits static data (i.e. will be called only once, or after loading savegames), vs. resetFOO / updateFOO methods which are called frequently and (re)set dynamic data.
* Doing this, split scummInit into setupScumm and resetScumm methods
* Moved some init code to new methods (huuuuge init methods are hard to read, and hard to customize using subclassing)
* Renmaed various setup???Palette methods to set???Palette
* Some minor cleanup / tweaks
svn-id: r22227
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even though it inits some cursor related stuff)
svn-id: r22114
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engine instantiation, reduced code duplication, more powerful detection in case MD5 is not known / can't be computed, and many other nifty improvements.
svn-id: r22110
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new getActiveDomain method that returns a pointer to the actual active *domain*
- Added Engine::_targetName whose value is computed from the name of the active domain
- Removed GameDetector::_targetName, instead code now uses either Engine::_targetName or the name of the active domain
- This in turn allowed for removing usage of GameDetector in many places
svn-id: r21916
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distinguish them)
svn-id: r21684
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