Age | Commit message (Collapse) | Author |
|
84d1d28373d782464bd46b10abd6b092f7eb6367.
|
|
This will obviously make 'smapLen' a lot smaller in most cases, so
there may be regressions. But I hope this is correct, though I
don't know why the size is big-endian while the offset is little-
endian.
|
|
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.
|
|
|
|
|
|
|
|
Clang will produce plenty of warnings (most of them seem to be of
the "if the stars align the wrong way, this may happen" variety),
but I don't have the time or patience to look at all of them.
|
|
|
|
The bug in question is: "SCUMM: Loom PCE Japanese broken on ARM".
Thanks to fuzzie and wjp for this patch. If anything is broken after this I
take no blame.
|
|
find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
|
|
versions
In addition some routines (e.g. the gfx ones) that are even used in v1.
|
|
|
|
This should fix incorrect text colors in some scenes.
|
|
|
|
The enum is only used inside the SCUMM engine so it is rather pointless to
keep it in common/util.h right now. Also if we really want it in some common
place it should probably be better in graphics/ too.
|
|
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]*$//'
|
|
(regression from 068b4a5351a5574dbfac6acff5776a0071f3f2dd)
|
|
(fixes possible issue in LOOM PCE)
|
|
(changed behavior of USE_ARM_GFX_ASM define)
|
|
PCE on Android
This mostly reverts 5b7754e3f095eb8a469dd4b7de5a6379f8e13c27. Instead, we try to use other 16bit modes after 555 fails.
|
|
|
|
|
|
|
|
For further discussion check here:
https://github.com/scummvm/scummvm/pull/16
Conflicts:
graphics/png.cpp
|
|
apply same solution as for the sound/smush ARM asm here
|
|
Thanks to Max for notifying me that SCUMM seems always to use RGB555.
|
|
|
|
|
|
MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
|
|
|
|
svn-id: r55818
|
|
(could cause invalid memory access in MI1)
svn-id: r54079
|
|
svn-id: r53738
|
|
This fixes a graphics glitch that occured when leaving the Scumm Bar in MI1 for the first time (before the cut scene with LeChuck).
svn-id: r53645
|
|
- 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
|
|
svn-id: r53033
|
|
svn-id: r52991
|
|
svn-id: r52987
|
|
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
|
|
svn-id: r52363
|
|
svn-id: r52295
|
|
svn-id: r50889
|
|
svn-id: r50888
|
|
svn-id: r48360
|
|
svn-id: r47541
|
|
svn-id: r46080
|
|
svn-id: r46064
|
|
with minor changes.
svn-id: r46061
|
|
the corners on the flashlight. He's probably right, since 'vs' is what we are
drawing to.
svn-id: r45561
|
|
is the only game where it makes any difference.)
svn-id: r45560
|