Age | Commit message (Collapse) | Author |
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This needs to be at least 374 to avoid crashes in the in-game
save/load dialogues with save games using the maximum 40 letters
per save game, so just round up to the next power of two (which
increases memory usage by a whopping ~20KiB) to give more than
enough space for long save game names.
Fixes Trac#6748.
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This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
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All these fall through were marked as deliberate, so again I've only
changed the comment to silence GCC.
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Added it into hasFeature() of all engines which returned `true` in
simpleSaveNames() before.
As mentioned in #788, SCI is not always using simple names, so it
doesn't have such feature now.
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Engines with "simple" savenames would support "Run in background" in
save/load dialog and gradual save slots unlocking. Other engines
save/load feature would be locked until save sync is over.
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constructor
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In case of "unnamed" case (see line 582) we were memcpy'ing 31 byte from
the heap.
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Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
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Engines should only have to call one set of functions and not decide between the two. In fact, the 'emulation' API was documented to just call the 'real CD' API.
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gameid -> gameId
guioptions -> guiOptions
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_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
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DW1 floppy demo doesn't seem to have audio at all
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In the original, a second SetHookScene call can validly occur due to first
placing the cover-switched book in the bookcase, and then by the thief
leaving if his arrival happens immediately.
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it now mentions all the possible file names.
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- added support for MIDPAK.AD timbre files on top
FAT.OPL. FAT.OPL gets copied by installer into MIDPAK.AD for this version
- changed order of timbre file checking
- adjusted and improved comments about discworld 1 versions
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eriktorbjorn owns a version of DW1, that only has FAT.OPL and no
SAMPLE.AD/SAMPLE.OPL. We check if SAMPLE.AD/.OPL are available,
if not we try our luck with FAT.OPL
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because the game does not have one
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- AdLib + MT32 support
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Moved the creation of _midiMusic, _pcmMusic, _sound and _bmv from
the constructor to run(). It was reported on the forum that the
MT-32 emulator didn't work for Discworld, and I'm speculating that
this is because it was being initialized before the "extra path"
had been added to the search path.
It's likely that not all of these objects are needed for every
version of the game. Fixing that is left as an exercise for
someone more familiar with the different game versions than me.
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This makes sure that the game path is only ever added once for the PSX version
of DW1. Most noticably this will make the warning about the game path being
present in SearchSet disappear on startup.
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Version".
Regression from d4a354c17f811faa916bf548a11a88cb51c3b7b2.
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This reverts the endianess changes in commit c90d563 which do not work
properly in DW2 on BE systems (as GetSceneStruc()'s behavior is
different in DW2)
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RFC: Pluggable Engines #2 (No Python, just evolution of current configure shell and make code)
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Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
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This is now generated automatically by the configure script from the
engine directory names.
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