Age | Commit message (Collapse) | Author |
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This commit adds a workaround to unlock existing fullscreen images in
the intro of Beneath a Steel Sky.
The original engine clips the whole intro to 320x192 (the common game
format) even though some images exist as 320x200 in the game data files.
This workaround whitelists all images which actually are 320x200px and
displays them as must have originally been intended.
Fixes Trac#7559.
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This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
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This allows replacement of the supplied MIDI music with tracks from
the Music Enhancement Project.
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Some backends may break as I only compiled SDL
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on most platforms timers are implemented using threads. never ever make
gfx updates from another thread other than the main one. seriously.
replace the whole timer crap in sky with timestamp based updates.
this fixes crashes when OpenGL is enabled (android included).
needs more testing.
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svn-id: r55850
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
document it.
* Add more doxygen comments
* Cleanup
svn-id: r50963
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select MDT_PREFER_MT32 or MDT_PREFER_GM
svn-id: r50288
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svn-id: r50128
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These functions are only used internally be Engine subclasses, and
by moving them to a separate header we can reduce indirect header
dependencies.
svn-id: r48934
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engines + GUI and proper keypad handling
svn-id: r48101
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/ company.
Check this for reference:
http://en.wikipedia.org/wiki/Ad_Lib,_Inc.
http://www.crossfire-designs.de/images/articles/soundcards/adlib.jpg (note the upper left of the card)
This commit does not touch "adlib" and "ADLIB" uses!
Also it does not update all the SCUMM detection entries, which still use "Adlib".
svn-id: r47279
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svn-id: r46316
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svn-id: r45616
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svn-id: r42470
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svn-id: r40234
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engines, to ensure smooth mouse movement.
svn-id: r39433
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The original game's delay was 4 50hz ticks = 80ms (1000 / 50 * 4).
Changing gameSpeed to match this makes it run at exactly the same speed as in dosbox.
svn-id: r36318
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svn-id: r36304
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svn-id: r35542
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added bonus, the Intro class is now freed as soon as the intro is over, rather
than at the end of the game.
svn-id: r35280
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svn-id: r35062
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detection.cpp, like other engines
svn-id: r35015
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svn-id: r35011
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svn-id: r34916
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used in more places. Help with this is highly welcome
svn-id: r34906
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svn-id: r34905
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EngineFeature comments
svn-id: r34896
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as discussed in patch #2122869
svn-id: r34854
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FSNode, just pass it to File::open
svn-id: r34704
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confused with Engine::quitGame); also cleaned up engine.h a bit
svn-id: r34700
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svn-id: r34310
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'typedef Common::String String;' name aliases
svn-id: r34302
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svn-id: r34267
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loading from the launcher. Also fixed the flickering Virgin logo in BASS
svn-id: r33949
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GMM if the engine doesn't support it
svn-id: r33921
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features to allow/disallow loading and deleting saves
svn-id: r33909
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svn-id: r33846
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svn-id: r33483
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svn-id: r33178
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prevented pushEvent from pushing more than one EVENT_QUIT into the artificialEventQueue
svn-id: r33041
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