Age | Commit message (Collapse) | Author |
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they're decoders, not players
svn-id: r40759
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get the number of frames of a cutscene (to find the "lead out frame"), but this
information is already provided by both the DXA and the SMK players. (It wasn't
provided by the now obsolete MPEG player.)
svn-id: r40735
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in/out behaviour of the MPEG cutscene player, and no longer seems to be needed.
svn-id: r40734
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some other tweaks
svn-id: r39255
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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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svn-id: r35470
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getSoundElapsedTime() function to work better.)
svn-id: r34954
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soundtrack was present. It should work better now.
svn-id: r30455
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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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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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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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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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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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seems to still keep msvc8 happy.
svn-id: r23521
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svn-id: r23520
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svn-id: r23518
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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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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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header files. Each now begins with "SWORD2_" and ends with "_H". (Well, except
for "SWORD2_H", since I didn't want to name it "SWORD2_SWORD2_H".)
svn-id: r20655
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svn-id: r20582
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