Age | Commit message (Collapse) | Author |
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MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
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Fix potential more invalid read issues in RIF loading
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Maybe caused random crashes on reading invalid memory
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Especially not refreshing pictures when viewing
inventory items and corrupted last line of the screen.
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Added dirty rects
Reduced the max FPS from 60 to 30
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Reduced global memory usage of the game
Global PAK files are not loaded entirely anymore
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master
Conflicts:
backends/platform/android/android.cpp
engines/sci/graphics/screen.cpp
engines/sci/graphics/transitions.cpp
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This stops the location save code from walking off the end of _rifBoxesFlags
due to _numRifBoxes being invalid.
Fix for bug #3183934 ("TOON: Crash on save").
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Fix for bug #3183943 ("TOON: No speech and no text").
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Conflicts:
backends/platform/wii/osystem_gfx.cpp
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Saving is pointless and loading doesn't work right. Unless it's
really easy, making quick load work from the main menu is hardly
worth it, since it has a perfectly usable load button already.
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PAK files were not being unloaded because closePackage() was being
called with a slightly different file name than than openPackage().
svn-id: r55878
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svn-id: r55850
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svn-id: r55818
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This avoids hiding an overloaded virtual method, which in turn can
cause weird bugs (see also the next commit).
svn-id: r55815
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svn-id: r55806
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This glitch occured in the original interpreter and is probably due an encoding error of 209_1M.SMK.
svn-id: r55798
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scheduling.
This should ensure that CPU usage is not pegged at 100%.
svn-id: r55790
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svn-id: r55787
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Prevents the game from using 100% CPU?
svn-id: r55786
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svn-id: r55777
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svn-id: r55773
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Caps'ed the filenames, even if it should not matter normally
svn-id: r55714
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- Can't skip the videos with left button anymore, now the Nefarius video on the
TV is played normally and not skipped.
- Last video playback 2x too big in height.
svn-id: r55662
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In some rare cases, Drew position is outside the valid area.
Made sure it does not crash in these cases.
svn-id: r55655
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Rewrote the Z-order management, it's now very close to the original code
svn-id: r55650
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In the castle, Drew disappeared if you clicked twice on the closed door.
svn-id: r55649
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Bug #3124518: "TOON: loss of inventory items in Bricabrac's machine room"
Was caused by recursive walkTo that were not canceling out.
svn-id: r55641
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Drew does not disappear anymore in the barn when filling his can.
Slowed down the talk animations a bit
svn-id: r55626
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- In fade out when leaving certain rooms
- When loading a game in a cutaway/closeup state
svn-id: r55625
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Use direct line path if possible
Smooth facing direction to avoid flickering (entering zanidu shuttle for example)
Fix possible lockups
svn-id: r55624
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Bug #3166533: "TOON: crashes when leaving room"
svn-id: r55621
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Was disabled when some sticky keyboard flags were activated
svn-id: r55617
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Bug #3166570: "TOON: Wrong mouse-cursor for Item "Book-Enigma"
svn-id: r55616
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game hotkeys
Fixes bug #3166522 at engine level (fix 2/2)
svn-id: r55568
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svn-id: r55479
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svn-id: r55473
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svn-id: r55408
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This was mainly due to _mouseX, which along with the associated variables was not defined until the first mouse event. This was detected by Valgrind.
svn-id: r55402
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svn-id: r55401
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svn-id: r55400
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