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path: root/engines/supernova/detection.cpp
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2019-07-28SUPERNOVA: Make improved mode an engine option.Jaromir Wysoglad
2019-07-28SUPERNOVA: Add improved modeJaromir Wysoglad
2019-07-28SUPERNOVA: Fix german save and load feature.Jaromir Wysoglad
2019-07-28SUPERNOVA: Merge in the supernova2 engine.Jaromir Wysoglad
2019-07-28SUPERNOVA: Remove detection of Mission Supernova 2Jaromir Wysoglad
2018-12-10ENGINES: Normalize the getName() result of metaenginesBastien Bouclet
Also-By: Matthew Hoops <clone2727@gmail.com>
2018-04-15SUPERNOVA: Renames NULL to nullptrJoseph-Eugene Winzer
2018-04-14SUPERNOVA: Adds English msn2 to detectionJoseph-Eugene Winzer
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian Frühwirth
This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
2018-03-11SUPERNOVA: Fixes formattingJoseph-Eugene Winzer
Because of confusion when indentation level is raised and thus tabs or spaces should be used when aligning code, this commit switches to tabs to avoid any further confusion.
2018-01-23SUPERNOVA: Fix listing savesThierry Crozat
The code was only looking at the last two digits of the file name, and as a result the game autosaved in slot 999 was listed in slot 99.
2018-01-23SUPERNOVA: Change detection to use data files instead of executablesStrangerke
2018-01-23SUPERNOVA: Add detection entry for English translationThierry Crozat
2018-01-23SUPERNOVA: Fix GCC Unused Variable Warnings.D G Turner
2018-01-23SUPERNOVA: Add saving/loading of playtimeThierry Crozat
2018-01-23SUPERNOVA: Improve save state handlingThierry Crozat
The saved game files now start with a header and version which allows to do some sanity check and will allow to change the format in the future if needed. Also the MetaEngine can now be queried for the meta infos of a save state.
2018-01-23SUPERNOVA: Raises save game limit to 99Joseph-Eugene Winzer
2018-01-23SUPERNOVA: Extends MetaEngine for load/save supportJoseph-Eugene Winzer
2018-01-23SUPERNOVA: FormattingJoseph-Eugene Winzer
2018-01-22SUPERNOVA: Added basic game loop and play sound samplesJoseph-Eugene Winzer
There has been many other changes like copy/pasting room definitions, skeleton for image decoder, .. Getting supernova mod format support seems to be a good next step.
2018-01-22SUPERNOVA: Create engine skeleton and game detectionJoseph-Eugene Winzer