Age | Commit message (Collapse) | Author |
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Engines with "simple" savenames would support "Run in background" in
save/load dialog and gradual save slots unlocking. Other engines
save/load feature would be locked until save sync is over.
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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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CID 1002998.
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This should never happen, so as per wjp suggestion makes this an error.
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CID 1003605
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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.
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We no longer detect the sword1 files inside the "clusters" folder
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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.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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VideoDecoder upgrade & partial rewrite
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