Age | Commit message (Collapse) | Author |
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This should fix incorrect text colors in some scenes.
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_resource member
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Previously, we had a couple of arrays of size N (where N = number of
resource types), one for each attribute of a resource type (such as as
the number of resources of that type.
Now, we have one array of size N, whose elements are a record
aggregating all the attributes of each resource type.
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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.
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Found by GCC 4.6's -Wunused-but-set-variable
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svn-id: r53033
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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: r48499
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svn-id: r44029
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svn-id: r39567
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svn-id: r31888
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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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screens to the scumm engine.
As the original code is slightly cryptic, there may be something wrong with MI1 (as commented)
svn-id: r29495
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been updated.
svn-id: r28966
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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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svn-id: r25454
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points (i.e. indirection)
svn-id: r24922
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* Added default params to Actor::putActor()
* Removed Actor::getActorXYPos
svn-id: r24742
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svn-id: r24612
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svn-id: r23979
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svn-id: r23938
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svn-id: r23924
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heap (i.e. _res is a pointer now)
svn-id: r23922
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(i.e. _gdi is a pointer now)
svn-id: r23921
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order of parameters, and (b) removes lots of useless duplicate information in error messages
svn-id: r23885
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svn-id: r22732
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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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svn-id: r21277
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svn-id: r21273
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svn-id: r21084
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svn-id: r21011
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limit the workaround to specific game.
svn-id: r20976
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svn-id: r20862
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simple ScummGameSettings instance: _game
svn-id: r20795
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svn-id: r20696
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svn-id: r20582
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