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2016-11-29ALL: save file => saved gameBen Castricum
2016-09-18ALL: Homogeneize use of 'saved game' in messagesThierry Crozat
2016-06-06SWORD1: Improve detection of speech data endianness for mac versionThierry Crozat
Before trying an heuristic on the decoded data it simply checks if we get the expected resource size after decompression. When using the wrong endianness this is unlikely to be the case.
2016-05-17ALL: Change main engine header guard defines to <directory>_<engine>_HEugene Sandulenko
Recently we started to use this as new semantics, although in the past we used simly <engine>_H. Now these guard defines are consistent with rest of the files which are used in the engines.
2016-05-14SWORD1: Remove redundant check.Eugene Sandulenko
We're doing assert() in the same function.
2016-04-14JANITORIAL: Reduce audio header dependenciesOri Avtalion
2016-04-14JANITORIAL: Reduce GUI header dependenciesOri Avtalion
2016-03-08ENGINES: Make variable names of PlainGameDescriptor conform to our guidelines.Johannes Schickel
gameid -> gameId
2016-03-05CONFIGURE: Introduced new engine dependency: highresEugene Sandulenko
Some backends like GCW0 do no support graphics >320x240 due to the hardware limitation (downscaling is possible but it will ruin the pixel hunting which is often part of the gameplay). Instead of manually updating the list of engines, we now introduce a new dependency. I marked all relevant engines, but some, like tinsel, require more work with putting their relevant high-res games under USE_HIGHRES define.
2016-02-25SWORD1: Let listSaves return list sorted on slot numbers.Johannes Schickel
2016-02-15JANITORIAL: Typos detected with lintian & grepAlexandre Detiste
2016-01-26SWORD1: Only request actual save slots in listSaves.Johannes Schickel
2014-10-28SWORD1: Remove trailing whitespaceFilippos Karapetis
2014-10-04SWORD1: Update list of files that contain translatable stringsThierry Crozat
2014-09-13SWORD1: Add missing update of screen parameters when loading game from GMMThierry Crozat
This fixes bug #6728 (crash when loading game from GMM in bull's head scene). I am not sure the call to Logic::Engine is necessary, but that way the same sequence of calls is done when restoring a game from the original GUI and when restoring from GMM.
2014-09-10SWORD1: Avoid possible division by zero in speech endianness heuristicThierry Crozat
2014-09-08I18N: Really fix speech endianness heuristic on big endian systemThierry Crozat
The previous commit was wrong because the endianness does not only impact the data sample values but also the way the speech is uncompressed.
2014-09-08SWORD1: Fix speech endianness heuristic on big endian systemsThierry Crozat
This should fix bug #6720.
2014-09-07SWORD1: Add debugger command to set mac speech endiannessThierry Crozat
2014-09-07SWORD1: Fix typo in commentThierry Crozat
2014-09-07SWORD1: Silence some GCC warnings.unknown
Signed/unsigned comparison.
2014-09-05SWORD1: Improve speech endianess detection in mac versionThierry Crozat
Because of the way the speech is compressed with duplicate samples being stored with a negative size and a single value, when reading the data with the wrong endianess we can end up with a lot of duplicate samples which biased the result with the way the old heuristic was coded. Hopefully this change to skip duplicate samples will make it more robust.
2014-09-05SWORD1: Fix heuristic to determine the endianess of the speech in mac versionThierry Crozat
Because the data is compressed (a repeated sample is coded as a negative length followed by the value), when the length is read with the wrong endianess we get completely wrong data. So to get the BE data we cannot just read them assuming LE and byteswap afterward.
2014-08-22SWORD1: Change "no DXA support" message.Ben Castricum
It's "without zlib" or "without DXA support". WJP prefers the first.
2014-07-05SWORD1: Tweak MPEG-2 cutscenes error messageThierry Crozat
Beside making the message slightly better imho, it is also now identical to the same message in BS2 and also more coherent with the DXA message.
2014-02-19SWORD1: Some British to American EnglishStrangerke
2014-02-18SWORD1: Make GPL headers consistent in themselves.Johannes Schickel
2014-02-16SWORD1: Janitorial - Remove trailing spacesStrangerke
2013-11-24BUILD: Remove need for engine.mk in each engine directory.D G Turner
Each engine now only has to provide a single configure.engine file adding the engine into the configure script, which then produces the required other files automatically.
2013-11-24BUILD: Remove need for engine-plugin.h in engines.D G Turner
This is now generated automatically by the configure script from the engine directory names.
2013-11-24BUILD: Split engines/plugins_table header down to a file per engine.D G Turner
This is the third and final commit enabling fully pluggable engines. Now providing an engine folder contains a configure.engine, engine.mk and engine-plugin.h file, it will be picked up automatically by the configure script.
2013-11-24BUILD: Split engines.mk down to a single file per engine.D G Turner
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine.
2013-11-24BUILD: Split configure.engines down to a single file per engine.D G Turner
This is the first part of allowing engines to be added dynamically. They are placed into a folder in engines/ which must contain a file named "configure.engine" to add the engine, which is pulled into the top level configure script automatically.
2013-11-20Revert "SWORD1: Let the XA audio use its own looping"Matthew Hoops
This reverts commit 481a5e0e7c65674728eb31694a787723166a72ae. Turns out that not all the sounds have the built-in loop flag, such as the piano in the Hotel Ubu.
2013-10-30SWORD1: Fix unitialized variables. CID 1002991Eugene Sandulenko
2013-10-30SWORD1: Fix unitialized variables. CID 1002989Eugene Sandulenko
2013-08-12I18N: Move specification of engine specific files to enginedir/POTFILES.Johannes Schickel
This allows to keep the engines to specfiy the files for translation close to the engine sources itself. Thanks to criezy for his suggestion on this approach.
2013-08-03SWORD1: Take advantage of Surface::getPixels.Johannes Schickel
2013-08-03SWORD1: Prefer getBasePtr over direct Surface::pixels access.Johannes Schickel
2013-06-20SWORD1: Add back MPEG-2 video supportMatthew Hoops
2013-05-14SWORD1: Removed unused class variableThierry Crozat
2013-05-14SWORD1: Initialize class variables in constructorThierry Crozat
CID 1002998.
2013-04-24SWORD1: Error our in case the resource handle is not found in lockScriptThierry Crozat
This should never happen, so as per wjp suggestion makes this an error.
2013-04-24SWORD1: Avoid possible dereferencing of a null pointerThierry Crozat
CID 1003605
2013-04-22SWORD1: Remove dead codeWillem Jan Palenstijn
2013-04-18ENGINES: Silence clang warning about unused private member _vmMax Horn
This affects the Console / debugger classes of multiple engines. An alternative solution would have been to remove the unused _vm member vars. However, it seems likely that in the future, the _vm member could be useful for methods added to the console. So instead, we add a simple assert(_vm) to silence the clang warning.
2012-11-07SWORD1: Fix bug #3049346 - "BS1: Detects games in wrong places"Filippos Karapetis
We no longer detect the sword1 files inside the "clusters" folder
2012-10-06SWORD1: Enable American ("Circle of Blood") panelTorbjörn Andersson
If the language is explicitly set to American English, use the American version of the panel for the main control panel. In all other aspects, American English will behave as British English, so it shouldn't break anything.
2012-09-26JANITORIAL: Remove trailing whitespaces.Johannes Schickel
Powered by: git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
2012-08-26Merge pull request #268 from clone2727/video-rewriteMatthew Hoops
VideoDecoder upgrade & partial rewrite