Age | Commit message (Collapse) | Author |
|
Everywhere else the 'OK' button label is all upper case and here was
the only place where it was not (it was 'Ok').
|
|
|
|
(This is relevant for cases where the engine errors out early, before certain arrays get initialized).
|
|
|
|
|
|
This adds an extra detune parameter which is assigned via sysex code 0.
Most tracks don't use this (= assign a value of 0), so it isn't really a
very noticeable feature.
|
|
|
|
|
|
This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
|
|
properly killed upon restart
|
|
|
|
|
|
|
|
This uncovered at least one potentially serious bug in the inventory
code, which still needs to be investigated and fixed.
|
|
|
|
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.
|
|
|
|
|
|
|
|
For further discussion check here:
https://github.com/scummvm/scummvm/pull/16
Conflicts:
graphics/png.cpp
|
|
There are subtle differences in their u32 code that we need to handle
|
|
Since displayMessages usualy vsnprintf internally it is not quite safe to pass
any string to it, since it might include a format argument like %n, which is
unsafe.
|
|
|
|
|
|
byte depth.
|
|
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.
|
|
|
|
|
|
scumm.h
|
|
|
|
|
|
Uglify more code to fix compilation for DS
Only compile-tested
|
|
svn-id: r55850
|
|
svn-id: r54265
|
|
svn-id: r54148
|
|
This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).
The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.
svn-id: r54147
|
|
svn-id: r54031
|
|
I also extended the comment for it to show two possible use cases.
svn-id: r53895
|
|
This implements Max's idea on -devel
("Re: [Scummvm-devel] ATTN Engine authors: Advanced engine features") from
27.10.2010 on 11:12PM CEST.
Unlike the SCUMM implementation it stores the play time as ms instead of s.
The SCUMM engine was adapted to use this instead to reduce code duplication.
svn-id: r53892
|
|
svn-id: r53829
|
|
svn-id: r53806
|
|
svn-id: r53731
|
|
Baseball 2001/2003.
svn-id: r53726
|
|
svn-id: r53567
|
|
- 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
|
|
This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.
Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.
svn-id: r53399
|
|
svn-id: r53052
|
|
svn-id: r53033
|
|
8 bit mode makes no sense for these games since colors will be too messed up.
SCUMM 3 games (Indy 3, Loom, Zak) are still supported in 8bit mode.
svn-id: r52977
|
|
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
|