Age | Commit message (Collapse) | Author |
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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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operation, we can probably keep the mutex locked throughout the entire
streamCompMusic() function. I'm not convinced that it was ever safe to unlock
and relock it partway through. In fact, that's my prime suspect for bug #2614306
("BS2: noise in music or speech").
svn-id: r38638
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slightly extended SeekableSubReadStream to stream the sound from a file instead.
This change is experimental, so it should almost certainly not go into 0.13.
svn-id: r38637
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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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optional, and enable only for game engines where subtitles settings are synced.
svn-id: r36237
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because of strange rumors about the credits running spontaneously every few
minutes. I don't know if this is a temporary or permanent measure.
svn-id: r36155
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into methods, and added an operator==
svn-id: r35993
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svn-id: r35648
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svn-id: r35603
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svn-id: r35470
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they aren't supported yet).
svn-id: r35368
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readLine() change could be more robust, but at least it should be no worse than
it was before.
svn-id: r35226
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svn-id: r35224
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svn-id: r35062
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bring up the GUI, which has its own cursor. (This fixes the cursor disappearing
when pausing on one of the engine's own dialog windows.)
svn-id: r34977
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svn-id: r34969
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palette when pausing the game in a mid-fade. The game can only be paused in
mid-fade from the outside, and then the palette isn't dimmed/undimmed.
svn-id: r34958
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Refactored the
code to distinguish outside pausing from in-game pausing, to avoid cursor-related
problems. The screen is now only dimmed during in-game pausing.
svn-id: r34957
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svn-id: r34956
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getSoundElapsedTime() function to work better.)
svn-id: r34954
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dialog.
svn-id: r34947
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svn-id: r34916
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OSystem::getOverlayFormat to several ports (pending testing by the porters)
svn-id: r34912
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used in more places. Help with this is highly welcome
svn-id: r34906
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svn-id: r34905
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EngineFeature comments
svn-id: r34896
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as discussed in patch #2122869
svn-id: r34854
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savegames
exist at all. (The old method was to potentially try and open a hundred files,
though it would stop after finding the first one.)
svn-id: r34790
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- Moved initCommonGFX() && GUIErrorMessage() out of class Engine
- got rid of the _autosavePeriod member (this prevented users from
changing the autosave period during runtime)
- Got rid of an evil 'using GUI::Dialog' statement
- Clarified some Doxygen comments
svn-id: r34720
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svn-id: r34716
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confused with Engine::quitGame); also cleaned up engine.h a bit
svn-id: r34700
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need to be slightly tweaked to fix overloading errors/warnings)
svn-id: r34514
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svn-id: r34495
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FSNode); adapted code to that (by using getChild() to get subdirs, not string concatenation
svn-id: r34434
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svn-id: r34336
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added a new alternate SeekableReadStream::readLine() instead
svn-id: r34315
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svn-id: r34310
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'typedef Common::String String;' name aliases
svn-id: r34302
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GMM if the engine doesn't support it
svn-id: r33921
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features to allow/disallow loading and deleting saves
svn-id: r33909
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33188-33189,33191-33193,33196,33198,33202-33203,33206,33210,33212,33218-33220,33222,33224-33226,33229-33243,33246,33248-33250,33252,33258-33261,33263,33266,33270,33272-33283,33285,33287-33290,33295-33298,33321,33325-33330,33332-33335,33337-33340,33342,33345,33347,33349-33350,33352-33357,33359-33367,33369-33371,33373,33375-33377,33379-33380,33383-33385,33387-33389,33392-33394,33400-33402,33404-33405,33407-33410,33412-33416,33418-33419,33425-33427,33432,33436-33438,33444,33446,33452-33453,33455-33459,33463-33464,33466-33471,33473-33474,33478,33490,33492,33495-33496,33509-33512,33518-33519,33522-33527,33529-33530,33537,33541,33544,33546,33550,33552-33554,33556,33558,33561-33562,33565,33568,33570,33574,33576,33578-33581,33584-33587,33590,33596,33604-33611,33614-33615,33617-33618,33620-33621 via svnmerge from
https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk
svn-id: r33624
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added a new class DumpFile for writing
svn-id: r33412
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svn-id: r33396
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33052-33053,33056-33058,33061-33064,33068,33070,33072,33075,33078-33079,33083,33086-33087,33089,33094-33096,33098-33099,33104,33108-33109,33114-33117,33120,33135-33146,33160,33162,33165,33167-33169 via svnmerge from
https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk
svn-id: r33183
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wasn't found, it would close the file even if something else was already
playing from it. (Some music is in both files.)
svn-id: r33094
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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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svn-id: r32794
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fundamently changed in g++ 4.3
- Added -Wno-empty-body and -Wno-parentheses as compiler flags for g++ 4.3 for *now* (we should think of removing -Wparentheses though)
- Fixed some warnings for g++ 4.3 (only for the engines I'm using)
svn-id: r32540
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class and the backend, i.e. as far as the game engine is concerned the palette
remains unchanged. (This is similar how to the SCUMM engine handles the "noir"
mode in Sam & Max.)
This is one small step towards allowing the game to be paused anywhere.
svn-id: r32369
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