Age | Commit message (Collapse) | Author |
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some other tweaks
svn-id: r39255
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svn-id: r39203
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#2669360, the demo tries to play cutscenes which really aren't there.
svn-id: r39194
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fixes
a subtitle colour regression, but mainly it simplifies the code. The "dummy"
player has been removed. There are almost certainly regressions, but I'm hoping
it's stable enough for testing now.
svn-id: r38697
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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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into methods, and added an operator==
svn-id: r35993
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they aren't supported yet).
svn-id: r35368
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getSoundElapsedTime() function to work better.)
svn-id: r34954
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OSystem::getOverlayFormat to several ports (pending testing by the porters)
svn-id: r34912
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confused with Engine::quitGame); also cleaned up engine.h a bit
svn-id: r34700
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_shouldQuit, shouldQuit is only set if there's an EVENT_QUIT. EVENT_RTL and EVENT_QUIT are completely separate from each other. Engine::quit() method now checks both _shouldQuit and _shouldRTL to determine if the engine should exit. There is no longer a need for resetQuit(), so it's removed
svn-id: r33082
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svn-id: r33044
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soundtrack was present. It should work better now.
svn-id: r30455
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svn-id: r29351
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svn-id: r29347
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been updated.
svn-id: r28966
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svn-id: r27593
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Files.
svn-id: r27371
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svn-id: r27030
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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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frame skipping actually skip the updateScreen() call.
svn-id: r26469
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OSystem) to common/events.h (part of namespace Common). Porters may have to make minor changes to their backends to get them to compile again
svn-id: r26180
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svn-id: r26156
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svn-id: r25838
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cutscene, render the text and play the speech when needed. It probably won't
play as nicely from CD now, but using less memory seems more important to me.
svn-id: r25428
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svn-id: r25362
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(implying change of semantics)
* Reordered the params of Mixer::playRaw (the SoundType now comes first, not last)
* Removed Mixer::isPaused
* Removed Mixer::getSoundElapsedTimeOfSoundID
* Added some doxygen comments to the Mixer
svn-id: r25356
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that these are stopped whenever the engine is going to do a mass killing of
game resources, e.g. when restoring or restarting the game. Should fix bug
#1645480. (This was a regression added during the rewrite to support DXA.)
svn-id: r25204
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obsolete now.
svn-id: r24872
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testing with subtitles enabled... :-)
svn-id: r24089
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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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size. This should help people who want to use the smaller, low-quality
cutscenes instead of the high-quality ones.
The MPEG player probably doesn't know this trick. Maybe later.
svn-id: r23742
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svn-id: r23543
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clearFrame(), and is only responsible for clearing the frame buffer. Frame
syncing and frame drawing are now separate from each other.
svn-id: r23525
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svn-id: r23524
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memory leak, and be a bit more robust about handling text objects in the dummy
player.
svn-id: r23523
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to track the black colour.
svn-id: r23522
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seems to still keep msvc8 happy.
svn-id: r23521
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svn-id: r23518
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done before the MPEG player calls showOverlay().
svn-id: r23482
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svn-id: r23470
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cutscenes and the "dummy" (subtitles and voice-over) mode. Several tweaks and
cleanups were made in this process, and there may very well be regressions, but
it should be stable enough to commit.
svn-id: r23420
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* Initialise _frameWidth and _frameHeight to prevent them from being undefined.
* Fix BS2 subtitle positioning. (Fixes bug #1499916)
* In BS2, copy the frame to the backend in 8-bit mode.
* Fix compilation in 8-bit mode.
BS2 subtitles aren't quite right in 8-bit mode, but I expect we want to
re-design things a bit if we ever add DXA cutscenes. We can fix minor details
then.
svn-id: r22859
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svn-id: r22518
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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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less dependencies.
svn-id: r20741
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svn-id: r20582
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