Age | Commit message (Collapse) | Author | |
---|---|---|---|
2013-06-20 | TINSEL: Clip mouse position to be within the screen (bug #3613765) | Filippos Karapetis | |
The mouse cursor warping code via the keyboard allows the cursor to go outside the screen. We now limit the cursor's position to always stay within the screen | |||
2013-06-17 | TINSEL: Fix incorrect byte swapping on BE systems (bug #3614416) | Filippos Karapetis | |
This is a regression from commit c90d56355fa0bbcdd3122f3e376e5609422338b3 Thanks to canavan for his testing and bisecting work | |||
2013-06-06 | TINSEL: Revert the incorrect flagging of DW2 entries as CD versions | Filippos Karapetis | |
This reverts the changes done to the DW2 entries in commit d4a354c1. We only distinguish between floppy and CD versions if a game had both a CD and a floppy version released. DW2 was only released as a CD version, so the extra flagging of the DW2 entries as CD was redundant, and caused confusion regarding previous saved games to users that readded the DW2 detection entries after this change | |||
2013-05-02 | COMMON: Change kPlatformPC to kPlatformDOS | Matthew Hoops | |
"PC" was very ambiguous and now it matches what we show in the GUI. This also corrects sword2's platform to Windows. | |||
2013-05-01 | TINSEL: Clear the screen with the correct color in DW1 Mac | Filippos Karapetis | |
2013-05-01 | TINSEL: Simplify palette endianess conversions | Filippos Karapetis | |
2013-04-26 | TINSEL: Reorder loop condition to fix out-of-bounds access | Torbjörn Andersson | |
This should fix CID 1003943 and CID 1003944. | |||
2013-04-12 | TINSEL: Add support for enhanced music in the Mac version of DW1 | Filippos Karapetis | |
2013-04-12 | TINSEL: Remove the unused ghost palette | Filippos Karapetis | |
2013-04-12 | TINSEL: Fix black/white colors in the Mac version of DW1 | Filippos Karapetis | |
2013-04-12 | TINSEL: Simplify overflow calculation inside MacDrawTiles() | Filippos Karapetis | |
Thanks to wjp for noticing this | |||
2013-04-12 | TINSEL: Fix typo | Filippos Karapetis | |
2013-04-12 | TINSEL: Remove the unused noFadeTable parameter from the fader functions | Filippos Karapetis | |
2013-02-23 | ALL: Fix typo (existant->existent) | Willem Jan Palenstijn | |
2013-01-02 | TINSEL: Fix another Clang analyzer warning | Torbjörn Andersson | |
Whether or not SaveFailure() can delete the save file, we want to invalidate the save name because it probably only lives on the stack so the pointer will become invalid once DoSave() has ended. | |||
2012-12-18 | TINSEL: Enhanced music is not supported in the Mac version of DW1 | Filippos Karapetis | |
Also, did some minor whitespace formatting | |||
2012-12-15 | TINSEL: Enable the detection entries for DW1 Mac (both the demo and the full ↵ | Filippos Karapetis | |
version) | |||
2012-12-15 | TINSEL: Fix sprite clipping in DW1 Mac | Filippos Karapetis | |
2012-12-15 | TINSEL: Initial version of the graphics drawing function for DW1 Mac | Filippos Karapetis | |
Still some graphical glitches remain, as clipping isn't done correctly | |||
2012-12-15 | TINSEL: Fix intro scene skipping in DW1 Mac | Filippos Karapetis | |
2012-12-15 | TINSEL: Always convert the inventory objects to the native endianess | Filippos Karapetis | |
This is needed for DW1 Mac | |||
2012-12-13 | TINSEL: Silence gcc warning | Matthew Hoops | |
2012-12-13 | TINSEL: Fix a comment in playDW1MacMusic() | Filippos Karapetis | |
Thanks to clone2727 for noticing | |||
2012-12-13 | TINSEL: Add support for the digitized music in DW1 Mac | Filippos Karapetis | |
2012-12-13 | TINSEL: Unify the PSX graphics drawing code with the rest | Filippos Karapetis | |
This is nitpicking, for uniformity which I forgot to add in a previous cleanup commit | |||
2012-12-13 | TINSEL: Remove outdated comment | Filippos Karapetis | |
2012-12-13 | TINSEL: Clean up the sound code | Filippos Karapetis | |
2012-12-11 | TINSEL: Clean up the graphics draw types code | Filippos Karapetis | |
2012-12-11 | TINSEL: Fix misleading comment | Filippos Karapetis | |
2012-12-11 | TINSEL: Fix the colors in the Mac version of DW1 | Filippos Karapetis | |
2012-12-11 | TINSEL: An additional endianess fix for DW1 Mac | Filippos Karapetis | |
This will also need testing on a BE system | |||
2012-12-11 | TINSEL: Merge the different TinselV0/V1 graphics code handlers | Filippos Karapetis | |
2012-12-11 | TINSEL: The speech file in DW1 Mac demo/full is LE | Filippos Karapetis | |
2012-12-11 | TINSEL: Handle the invalid max polygons value in DW1 Mac | Filippos Karapetis | |
2012-12-11 | TINSEL: Add an initial incomplete graphics decoder for DW1 Mac | Filippos Karapetis | |
Part of the game graphics is now shown | |||
2012-12-11 | TINSEL: Fix what seems to be two bugs in the endianess handling code | Filippos Karapetis | |
This will need to be tested in a BE system for correctness. Fixes the Mac version of DW1 | |||
2012-12-11 | TINSEL: Add another check to skip the non-MIDI music of DW1 Mac | Filippos Karapetis | |
2012-12-11 | TINSEL: Add resource handling of the BE resources in DW1 Mac | Filippos Karapetis | |
This is the second attempt. All the BE resources of DW1 Mac are handled correctly now. Added READ_16, READ_32, FROM_16, FROM_32 and TO_32 to handle all of the different cases where endianess is already handled. Note that the game scripts are LE, so these haven't been changed | |||
2012-12-11 | TINSEL: Revert the BE -> LE resource conversion for DW1 Mac | Filippos Karapetis | |
This was a bad idea, as we ended up with another place where the resource files were processed. Thus, I'm moving back to handling the BE resources of the Mac version in the engine itself | |||
2012-12-10 | TINSEL: Remove unused variable | Torbjörn Andersson | |
2012-12-10 | TINSEL: Add a WIP BE To LE SCN file conversion code (unfinished) | Filippos Karapetis | |
This is a cleaner approach to handle the Mac version of DW1 (demo and full versions - refer to bug #3110936). This way, we can keep the game engine as LE even with the Mac BE resource files. Both the demo and the full version progress up to drawing the scene graphics now and crash because of the currently unhandled bitmap chunk. | |||
2012-12-10 | TINSEL: Simplify the scene entrance handling code | Filippos Karapetis | |
This also reverts the rest of the BE resource handling code | |||
2012-12-10 | TINSEL: Revert most of the engine BE resource handling code | Filippos Karapetis | |
This was added in commit 3fdddd53b2b970aae3e967bebc0bff6e642a5111. However, having handling for both BE and LE resource complicates the engine code unnecessarily. Thus, a different approach will be done. | |||
2012-12-03 | TINSEL: Fix misleading comment | Torbjörn Andersson | |
I missed these in my scroll wheel pull request, but better late than never. | |||
2012-12-03 | Merge pull request #294 from eriktorbjorn/tinsel-scrollwheel | David Turner | |
TINSEL: Add scrollwheel support to save/load and inventory | |||
2012-12-01 | TINSEL: Start handling the BE resources of the Mac versions of DW1 | Filippos Karapetis | |
Refer to bug #3110936 This is still work in progress, but it doesn't affect the rest of the LE versions of DW1. Both the Mac demo and the full version still crash. The music in the Mac version is skipped for now, as it isn't MIDI | |||
2012-11-24 | TINSEL: Add scrollwheel support to save/load and inventory | Torbjörn Andersson | |
2012-11-22 | TINSEL: Fix typo in comment | Torbjörn Andersson | |
2012-11-22 | TINSEL: Fix inventory scrollbar handle position | Torbjörn Andersson | |
The scrollbar handle was one pixel too far to the left, and the topmost position was off by one as well. I've verified this to the best of my ability. I've compared it visually in DOSBox (which is a bit tricky for Discworld 2, but I think it's right now), and against the initial Tinsel v1 source code that was added to ScummVM. I don't know what the initial Tinsel v2 source code looked like, though. | |||
2012-11-22 | TINSEL: Fix inventory scrolling | Torbjörn Andersson | |
Adjusted NM_SLIDE_INSET and NM_SLIDE_THICKNESS to make the inventory scrollbar work as it did before Tinsel v1 and v2 were combined. The scrollbar worked before, but you had to click a bit to the left of it to operate it. It's the only place in the code where these constants are used, so it should not break anything else. |