Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Note there's a lot of preliminary code in the star_control/ folder
for code that still needs to be fully disassembled & implemented.
So for now I've made liberal use of #if 0 blocks to disable fields
that will likely be needed again in the future
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Turns out the movie frames didn't need to be 32-bit, it just needed
custom copying code to replace transparent pixels with the transparency
color, so when blitted to the screen, the pixels aren't drawn.
|
|
Some of the game videos have alpha levels, which are lost if the surfaces
are converted to 16-bit. This adds better support for creating 32-bit
video surfaces, so the information won't be lost
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The intro credits cutscene at least, uses an end frame beyond the
video as a way of adding an extra delay after the video finishes
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The original starts a movie for the Doorbot taking his cloak off,
but then plays a cutscene of the doorbot first appearing. Because of
this delay, our VideoDecoder wasn't correctly playing the movie after.
To fix that, new movies are initially paused when started, and then
resumed the first time we try to do events checking for it
|