Age | Commit message (Collapse) | Author |
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Recent GCC versions complain if you memset() a class or struct that
contain non-POD data types. Get around that by either initializing
the object when created, or by adding a reset() method.
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versions
In addition some routines (e.g. the gfx ones) that are even used in v1.
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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.
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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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(regression from 068b4a5351a5574dbfac6acff5776a0071f3f2dd)
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PCE on Android
This mostly reverts 5b7754e3f095eb8a469dd4b7de5a6379f8e13c27. Instead, we try to use other 16bit modes after 555 fails.
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svn-id: r53033
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svn-id: r52995
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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: r50888
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svn-id: r46080
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svn-id: r45433
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svn-id: r45396
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minor changes.
svn-id: r45387
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svn-id: r45382
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version of Loom, with minor changes.
svn-id: r45304
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svn-id: r41624
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svn-id: r41195
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svn-id: r41153
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svn-id: r34009
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svn-id: r31888
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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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as a hidden param to drawBomp); turned drawBomp into a regular function (used to be a ScummEngine member method)
svn-id: r26045
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header files are only included once. Many of them didn't have a SCUMM prefix
which could have lead to clashes with common header files.
svn-id: r25727
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svn-id: r23938
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svn-id: r23937
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svn-id: r23934
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svn-id: r23933
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svn-id: r23932
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svn-id: r23930
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Gdi::copyVirtScreenBuffers to ScummEngine_v70he::restoreBackgroundHE
svn-id: r23925
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svn-id: r20582
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