Age | Commit message (Collapse) | Author |
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FSNode::getName returns a String object, not a reference, so the
pointer from c_str is valid only until the end of the statement.
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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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Probably doesn't ever happen, but now 'fileName' is as large as it
needs to be if 'label' is as long as it can be.
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This way only those languages are listed in the language selector
for the game settings.
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The in-game menu contains not only subtitles and volume settings,
but also load and save game options. Every time the menu was opened
it would write the subtitles and audio volumes to the ConfMan
resulting in toggling on overriding global options for this game, which
was a but strange when it was previously using global options and we
only wanted to load a game. So now the settings are written to ConfMan
from the in-game menu only when they are actually changed.
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The were defined as uint8 and the code was inconsistent in the
way they were handled, for example setting them to 1 in some
places and to true in others. It was working but relying on implicit
conversions both ways between 1 and true.
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This fixes bug #9908 SWORD1: Picture previews black when
saving in game
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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.
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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.
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We're doing assert() in the same function.
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gameid -> gameId
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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.
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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.
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The previous commit was wrong because the endianness does not only
impact the data sample values but also the way the speech is uncompressed.
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This should fix bug #6720.
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Signed/unsigned comparison.
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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.
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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.
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It's "without zlib" or "without DXA support". WJP prefers the first.
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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.
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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.
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This is now generated automatically by the configure script from the
engine directory names.
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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.
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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.
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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.
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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.
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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.
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