Age | Commit message (Collapse) | Author |
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svn-id: r26205
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or it if was just luck that it worked before.
svn-id: r26196
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svn-id: r26191
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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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Fingolfin's blessings. Keyboard repeat is now handled by the event manager,
rather than by individual engines.
Since this can cause problems with some engines (see the AGI engine), the extra
"key down" events are marked as "synthetic", so that they can be ignored if
necessary.
svn-id: r26170
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svn-id: r26156
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svn-id: r25919
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svn-id: r25918
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svn-id: r25917
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svn-id: r25838
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FLAC (lossless) over Ogg Vorbis ('free') over MP3 -- the order is admittedly somewhat arbitrary, but at least now it's consistent across all parts of ScummVM
svn-id: r25837
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svn-id: r25752
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svn-id: r25747
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svn-id: r25662
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flushes the stream), changed engines to call that before deleting OutSaveFile instances (instead of just flushing)
svn-id: r25660
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making it possible to detect & run BS2 from (a straight copy of) the CD
svn-id: r25490
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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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comment that I was doing) to *really* fix bug #1645480. This time for sure...
svn-id: r25231
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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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return StringMap instead of fixed list of parameters. This adds great
flexibility.
Current patch should not alter any functionality, i.e. if there are regressions,
submit a report. Phase 2 will benefit from these changes and will come later.
svn-id: r25134
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frames before a sound effect is triggered. This is not dependent on _gameSpeed.
svn-id: r24971
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svn-id: r24970
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obsolete now.
svn-id: r24872
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svn-id: r24727
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a central place, get rid of such messages printed by engines
svn-id: r24686
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invoked the debug console would repeat after the console was closed. Another
example why keyboard repeat should be centralized, I guess...
svn-id: r24649
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svn-id: r24407
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svn-id: r24330
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testing with subtitles enabled... :-)
svn-id: r24089
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the linker dependency graph). Porters will have to update project files
svn-id: r23974
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* Removed code from errorString() methods that hooked the debugger(s)
into error(), in favor of using getDebugger() from within error()
* As a consequence, removed most custom errorString() methods
svn-id: r23894
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* Moved Common::Debuggger to GUI::Debugger (mainly to satisfy linker
restrictions)
* Change the base Debugger class to *not* be a template class anymore;
instead, a thin (template based) wrapper class is used to hook up
debugger commands
* Removed duplicate Cmd_Exit and Cmd_Help methods in favor of a single
version of each in GUI::Debugger
* New Cmd_Help doesn't word wrap after 39/78 chars, but rather queries
the console to determine when to wrap
* Debugger::preEnter and postEnter aren't pure virtual anymore
svn-id: r23890
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svn-id: r23842
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svn-id: r23840
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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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recent change to the CINE engine (which in turn was based on some other engine,
I forget which), and should fix bug #1544796. Of course, given how primitive
the Broken Sword 2 detector is, it's easy to fool it. There isn't really any
need for it to be smart, though.
svn-id: r23741
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* Modified about dialog to list all available plugins with their resp. copyright
* Modified about dialog credits to show the GPL last (like movie end credits do with their legal text, too)
svn-id: r23645
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sword2 detector code too.
svn-id: r23557
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svn-id: r23551
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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: r23520
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