Age | Commit message (Collapse) | Author |
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It might have been simpler to add a bool to Text::makeTextSprite() to
tell it to not byteswap the frame size when called from the movie
player but I was not sure it was a good idea to have frames with
different endianness stored in Text depending where they came from.
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svn-id: r55850
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svn-id: r55479
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svn-id: r55473
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lightest/darkest available colours to use as white/black for the subtitles. It
is possible that we could get away with fixed values for Broken Sword 2, since
it has always had subtitles. But for Broken Sword 1, subtitles is a ScummVM
addition, and we can't.
svn-id: r49154
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svn-id: r49079
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svn-id: r48936
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svn-id: r45616
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they're decoders, not players
svn-id: r40759
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some other tweaks
svn-id: r39255
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- Support for the MPEG2 videos in BS1/2 has been dropped. The MPEG2 videos were lossy, and support for them complicated the code a lot.
- Support for the non-existing enhanced MPEG cutscene packs for BS1 has been dropped. As a consequence, the credits player and the splitted audio stream players used for these packs has been removed
- The original Smacker videos for both games are now supported, using our Smacker player (which is based off publically available specs and FFMPEG)
- The animations now use the common video player code. Both the Smacker videos and our DXA video packs are supported
svn-id: r38236
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svn-id: r35470
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check/test for regressions)
svn-id: r35198
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lockScreen() / unlockScreen() backend API, instead of copyRectToScreen().
Before, it had to copy a piece of the engine's screen to draw on to simulate
transparency, which was awkward.
However, this means we're now forcing full-screen updates on each frame. There
may be performance regressions, particularly if the frames are much smaller
than the screen. Hopefully, it's the decoding that's the bottleneck, but if
this causes problems on low-end devices... well, Fingolfin had some ideas about
that when he first proposed the lockScreen() / unlockScreen() API.
svn-id: r35115
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svn-id: r34657
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svn-id: r30664
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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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Cutscene subtitles"). It still has the deficiencies listen in the patch tracker
and should therefore be considered work-in-progress, but sev said I should go
ahead and commit it anyway. I have no further plans for it right now, so feel
free to improve on it.
svn-id: r26644
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frame skipping actually skip the updateScreen() call.
svn-id: r26469
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OSystem* member var
svn-id: r26359
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svn-id: r25751
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consistent with dxa_player.[cpp|h]. (Though actually, "decoder" might be more
accurate...)
svn-id: r23774
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DXA movies (the MPEG movies still work, of course), there is no longer any need
for the MPEG decoder to handle sound and frame syncing. That is now the
responsibility of the player, not the decoder.
The obvious next step, then, would be to put that in a new player class, and
have both BS1 and BS2 use that. Maybe FF as well.
svn-id: r23757
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player does not support the (unreleased) multi-lingual cutscene pack, since I
don't have one to test with.
It needs to be cleaned up a bit, but the next step will be to clean up the MPEG
decoder first.
svn-id: r23753
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svn-id: r22515
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- Eriktorbjorn's patch from same tracker item for scaling sword1/2 cutscenes
is applied as is. It lacks resolution switch on-the-fly.
- GUI widgets are repositioned on the fly and use most space, even aspect
ratio corrected screen is used without scaling
- Heavy tesing is required, but works for me in all cases except for bug
#1483272: "GUI: SCUMM pause dialog breaks upon scaler switch" which needs more
work.
- I probavly broke some backend or two
svn-id: r22505
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subclasses to namespace Audio
svn-id: r22231
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svn-id: r20582
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