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2014-02-18WINTERMUTE: Make GPL headers consistent in themselves.Johannes Schickel
2014-02-17WINTERMUTE: Indent REGISTER_PLUGIN_* for consistency.Johannes Schickel
2014-02-16WINTERMUTE: Janitorial - Remove trailing spacesStrangerke
2014-02-12WINTERMUTE: Use game format for fallback font rendering.Johannes Schickel
BDF fonts got 32bit drawing support in ece8b7fb65402238ab7df896361a9cefe28b8897 Thus it is not necessary to draw onto a 16bit surface.
2014-02-11WINTERMUTE: Prevent scripts from setting invalid scroll timesFilippos Karapetis
Scroll times (ScrollSpeedX, ScrollSpeedY) can't be zero, as this leads to a division by zero later on. This allows Dreamscape to start and work properly.
2014-02-05WINTERMUTE: Change the copyFrom-simplifications to depend on pitch instead ↵Einar Johan Trøan Sømåen
of width. (Fix bug #6157)
2014-01-22WINTERMUTE: Two minor formatting fixes.Johannes Schickel
2014-01-21WINTERMUTE: Enable Wintermute by default.Einar Johan Trøan Sømåen
2014-01-21WINTERMUTE: Avoid using Graphics::copyFrom to copy FMV-frames.Einar Johan Trøan Sømåen
copyFrom frees and reallocates the surface for every update, as long as the dimensions and format stay the same, we can do with just a memcpy. This gives a tiny improvement in the update-part of the Theora-player (on the order of a bit more than 1 second saved total in the 1:28 long J.U.L.I.A.-intro)
2014-01-21WINTERMUTE: Special-case FMV-handling to not fill the screen with background ↵Einar Johan Trøan Sømåen
color. If we have only one thing being drawn, and that is opaque, we can skip filling the render surface with background color. This shaves another few wasted cycles of the FMV playback. (Since we now don’t have to write the entire render surface TWICE). This reduces the time spent in drawTickets() to ~60% of what it was before.
2014-01-21WINTERMUTE: Fix bug that prevented the opaque and binary blit speedups from ↵Einar Johan Trøan Sømåen
working.
2014-01-15WINTERMUTE: Stop any playing FMV when loading a savegame.Einar Johan Trøan Sømåen
2014-01-14WINTERMUTE: Limit the range of the panning-variable to stay within [-1,1].Einar Johan Trøan Sømåen
Also, store the panning state, so that the next playback starts with the same pan.
2014-01-11Merge pull request #418 from JenniBee/md5sEinar Johan Trøan Sømåen
WINTERMUTE: Adding more detection entries.
2014-01-11WINTERMUTE: Add detection for french, italian, spanish and czech versions of ↵Einar Johan Trøan Sømåen
Dirty Split.
2013-12-30WINTERMUTE: Adding more detection entries.JenniBee
2013-12-22WINTERMUTE: Fix new detection entriesEugene Sandulenko
2013-12-22WINTERMUTE: Fix build issues in previous commit.Einar Johan Trøan Sømåen
2013-12-21Merge pull request #412 from JenniBee/md5sEinar Johan Trøan Sømåen
WINTERMUTE: Adding detection for more games.
2013-12-21WINTERMUTE: Adding detection for more games.JenniBee
2013-12-05WINTERMUTE: Skip Latvian language package if not selected.Johannes Schickel
2013-12-05WINTERMUTE: Fix typo in Polish language filename in Reversion1.Johannes Schickel
2013-12-05WINTERMUTE: Add Reversion: The Escape 1.3.2369 release.Johannes Schickel
This release has different hashes and file sizes than the previous Reversion 1.3 entries but is marked as 1.3.2369 in the installer filename.
2013-11-26Merge pull request #375 from digitall/engineAutoPlugJohannes Schickel
RFC: Pluggable Engines #2 (No Python, just evolution of current configure shell and make code)
2013-11-24BUILD: Remove need for engine.mk in each engine directory.D G Turner
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.
2013-11-24BUILD: Remove need for engine-plugin.h in engines.D G Turner
This is now generated automatically by the configure script from the engine directory names.
2013-11-24BUILD: Split engines/plugins_table header down to a file per engine.D G Turner
This is the third and final commit enabling fully pluggable engines. Now providing an engine folder contains a configure.engine, engine.mk and engine-plugin.h file, it will be picked up automatically by the configure script.
2013-11-24BUILD: Split engines.mk down to a single file per engine.D G Turner
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine.
2013-11-24BUILD: Split configure.engines down to a single file per engine.D G Turner
This is the first part of allowing engines to be added dynamically. They are placed into a folder in engines/ which must contain a file named "configure.engine" to add the engine, which is pulled into the top level configure script automatically.
2013-11-23WINTERMUTE: Switch WideString to U32String.Johannes Schickel
2013-11-23WINTERMUTE: Use const_iterator in BaseFileManager::registerPackages.Johannes Schickel
2013-11-23WINTERMUTE: Slight interator usage cleanup.Johannes Schickel
2013-11-23WINTERMUTE: Remove another unused variable.Johannes Schickel
2013-11-23WINTERMUTE: Make BaseFileManager::registerPackages case agnostic.Johannes Schickel
The old version did only work as expected when all the filenames were all lowercase. This seems to be the case for most (or even all?) WME games. However, we are better safe than sorry and make the code case agnostic.
2013-11-23WINTERMUTE: Remove unused variables.Johannes Schickel
2013-11-18WINTERMUTE: Add a fake detection entry for Czech Dead City.Einar Johan Trøan Sømåen
The language data for the Czech version are in data.dcp, but the pairs of {language.dcp, data.dcp} get preference over just a match on data.dcp, thus we need to detect Czech as one of these pairs, giving the user the choice of language on detection. In this case I just copied the english-detection.
2013-11-18WINTERMUTE: Add quite a bit of hackery to allow Reversion 1.3 to select ↵Einar Johan Trøan Sømåen
languages properly. Reversion 1.3 seems to have one language file in it’s main-folder, and a full set in languages/ (not language/ like a few other games), the names of the language-files are also different from what we’ve seen earlier.
2013-11-15WINTERMUTE: Add bold-font support for FreeSans.ttf (and only FreeSans for now).Einar Johan Trøan Sømåen
This is mostly a quick fix to solve the rather common case of wanting to use bold Arial. This will not handle the user adding the actual Arial.ttf file to the folder yet, but atleast it solves the common case of having to fallback to FreeSans.
2013-11-08WINTERMUTE: Move the isAscii() string changing code to another functionFilippos Karapetis
2013-11-08WINTERMUTE: Allow utf8ToWide() and wideToUtf8() work with ASCII stringsFilippos Karapetis
This is needed for English versions of multilingual games, which use UTF-8 strings, but we can treat them as plain ASCII, since wide and UTF-8 strings are not yet supported in Wintermute. This allows at least the English versions of these games to run. This allows Reversion 2 and Shaban to start
2013-11-07Merge pull request #396 from JenniBee/md5sEinar Johan Trøan Sømåen
Adding detection for more fan games
2013-11-07WINTERMUTE: Add the keycode for the ESC keyFilippos Karapetis
This is used by Looky
2013-11-06WINTERMUTE: Adding detection for more games.JenniBee
2013-11-05WINTERMUTE: Remove unused transfer-function. (AnsiStringArray).Einar Johan Trøan Sømåen
2013-11-05WINTERMUTE: Transfer Common::Strings explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-11-05WINTERMUTE: Transfer Const Char* explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-11-05WINTERMUTE: Transfer Char* explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-11-05WINTERMUTE: Transfer Sint32s explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-11-05WINTERMUTE: Transfer Uint32s explicitly when saving/loading.Einar Johan Trøan Sømåen
2013-10-29WINTERMUTE: Remove BasePlatform::setRect (replace with member-call)Einar Johan Trøan Sømåen