Age | Commit message (Collapse) | Author |
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git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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Also, this changes the dialog skip key to space instead of escape
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Also, move all music resource related code into its own class
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- Add support for savegame removal
- Remove kyra-specific code
- Add save play time and creation date
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- Save scene parameters before playing a movie and restore them afterwards (fixes crash)
- Fix text disappearing too fast
- Implement script function sfGetCameraChanged
- Replace nop script functions with stubs which print debug info when called
- Some cleanup, remove obsolete TODOs
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now possible
- Add blastSprite method which draws a sprite directly to the frontScreen without the renderQueue
- Add F10 scancode in sfHandleInput to open the menu
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- Rename updateScreen to drawScreen
- Move code from sfUpdateScreen to engine updateScreen
- Use better screen sync code to get closer to the original game's speed
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hardcoded ones)
- ...and load the system strings from the resource on startup
- Only redraw menu screen when required
- Change parameters for some text functions from byte* to const byte*
- Rename some mouse vars
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crash before the first scene
- sfHandleInput
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This change also unveiled a serious problem: the same include files are used EVERYWHERE (e.g. code manipulating the screen is using sound includes). Added a FIXME concerning this
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fixed some early bugs
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not 64 like in the original)
- Minor cleanup
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- Added a warning for the yet unimplemented palette transparency code
- Removed "debug" calls from script, they weren't that useful
- Removed unneccessary delete in the MoviePlayer
- Fixed the renderer (hopefully?)
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- Fixed return values in savegame/loadgame
- Some minor cleanup
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- Loading/Saving during run time
Other savestate functions yet todo.
I'll probably remove the "original" in-game menu and move everything to the GMM.
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(correct volumes etc.)
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- Optimized drawing code; now only items (sprites, text, screen masks) which have changed from the previous frame are redrawn, this speeds up things a lot
- Implemented dirty rectangles using a microtile array
- The previously committed Microtile Array implementation from SEL seemed buggy so I wrote my own version which works nicely so far (and is less code and GPL), only MicroTileArray::getRectangles uses parts from the old version, this will be changed later
- One known bug related to dirty rectangles remains: Sometimes the background isn't restored correctly and gfx artifacts are visible
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And some tests for menu & movie player in toltecs.cpp.
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- Kernel function 5 returns a random value; use ScummVM's RNG
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- Beginnings of the saveload system (incomplete)
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