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AgeCommit message (Collapse)Author
2014-12-25ZVISION: Use the search manager to open files in console commandsFilippos Karapetis
2014-12-25ZVISION: Remove dead codeFilippos Karapetis
2014-12-25ZVISION: Fix frame rate for RLF videos and remove hack in AnimationNodeFilippos Karapetis
_frameTime refers to msec, not ticks
2014-12-25ZVISION: Resolve some TODOsFilippos Karapetis
2014-12-25ZVISION: Document some of the ActionRegion effectsFilippos Karapetis
2014-12-24ZVISION: Plug more memory leaksFilippos Karapetis
2014-12-24ZVISION: Plug another memory leak. Some cleanupFilippos Karapetis
2014-12-24ZVISION: Set all the internal graphics operations to use RGB555 (2/2)Filippos Karapetis
This is the second part of the changes to make the engine use RGB555 internally again. This is done to simplify the rendering pipeline - the engine will use RGB555 internally, but will output to RGB565. The overall changes have been broken into two commits, with this commit finishing all the changes. This is needed, as the game uses RGB555 graphics internally, but its AVI animations (full screen and in-game) use RGB565
2014-12-24ZVISION: Set all the internal graphics operations to use RGB555 (1/2)Filippos Karapetis
This is the first part of the changes to make the engine use RGB555 internally again. This is done to simplify the rendering pipeline - the engine will use RGB555 internally, but will output to RGB565. The overall changes have been broken into two commits, thus this first commit will break all the game colors
2014-12-24ZVISION: Let the cursor manager do pixel format conversion for cursorsFilippos Karapetis
2014-12-24ZVISION: Introduce pixel formats for resources (555) and screen (565)Filippos Karapetis
2014-12-24ZVISION: Disable unused codeFilippos Karapetis
2014-12-24ZVISION: Plug a memory leakFilippos Karapetis
2014-12-24ZVISION: Remove duplicate codeFilippos Karapetis
2014-12-24ZVISION: Remove dead codeFilippos Karapetis
2014-12-24ZVISION: Add a hack to set the correct frame delay for RLF videosFilippos Karapetis
Also, use Common::Rational to avoid using floating point math
2014-12-23ZVISION: Handle animation rewinding outside the RLF encoderFilippos Karapetis
2014-12-23ZVISION: SpacingFilippos Karapetis
2014-12-23ZVISION: Add error checking when loading in-game animations and videosFilippos Karapetis
2014-12-23ZVISION: Limit the engine delay, even when a custom frame rate is setFilippos Karapetis
2014-12-23ZVISION: Disable more unused codeFilippos Karapetis
2014-12-23ZVISION: Disable unused codeFilippos Karapetis
2014-12-23ZVISION: Clamp the rotation velocity to never be zeroAdrian Astley
Before, if we set the in-game preferences to have very low rotation speed, the velocity ends up always being 0 - 0.99 Hence, when we convert back to an int, everything gets truncated to zero. Therefore, we clamp, in order to ensure the user can always move, no matter which setting they use.
2014-12-23ZVISION: Use Common::Rational to simplify fixed point mathAdrian Astley
2014-12-23ZVISION: Remove unnecessary mathAdrian Astley
2014-12-23ZVISION: Fix some buffer overruns with the usage of sscanf()Filippos Karapetis
2014-12-23ZVISION: Add a comment about the special 0xCCCC characterFilippos Karapetis
2014-12-23ZVISION: Move all of the text related code togetherFilippos Karapetis
2014-12-23ZVISION: Ignore the special 0xCCCC character in subtitlesFilippos Karapetis
This seems to be used as a newline character
2014-12-23ZVISION: SpacingFilippos Karapetis
2014-12-23ZVISION: Remove leftover warningFilippos Karapetis
2014-12-23ZVISION: Avoid using color masks for in-game animationsFilippos Karapetis
This fixes the transparency for some in-game animations. Since colors can be truncated with color masks, and since accurate colors are required for transparency, color masks can't be used. This fixes the transparency of the in-game item examination interface in ZGI
2014-12-23ZVISION: Limit the default engine delay for all animationsFilippos Karapetis
This fixes the lag between frames for all in-game animations with a default frame delay
2014-12-23ZVISION: Fix regression from commit 3806aa4418Filippos Karapetis
2014-12-23ZVISION: Remove dead codeFilippos Karapetis
2014-12-22ZVISION: Error out when the game string file isn't foundFilippos Karapetis
2014-12-22ZVISION: Add support for GNU Freefont fonts. Also, cleanup font loadingFilippos Karapetis
The Freefont fonts can just be dropped into the extras ScummVM folder, to get the game working under non-Windows systems
2014-12-22ZVISION: Allow dumping any file type via the new "dumpfiles" commandFilippos Karapetis
2014-12-22ZVISION: Prefix some class member variables with an underscoreFilippos Karapetis
2014-12-22ZVISION: Fix Venus key code handling in commit dfae161Filippos Karapetis
2014-12-22ZVISION: Also allow the movement when the cursor is within screen edgesFilippos Karapetis
This matches the behavior of the original in Zork: Nemesis. ZGI already fills the screen horizontally
2014-12-22ZVISION: Implement the Venus hint system in Zork: NemesisFilippos Karapetis
2014-12-21ZVISION: Document some controls that are only used in Zork: NemesisFilippos Karapetis
2014-12-21ZVISION: Implement the "dumpallscripts" console command againFilippos Karapetis
2014-12-20ZVISION: Simplify checkFilippos Karapetis
Thanks to DrMcCoy for spotting this
2014-12-20ZVISION: Fix code formattingFilippos Karapetis
2014-12-19ZVISION: Fix code mis-alignment created from variable renameAdrian Astley
2014-12-19ZVISION: Large scale variable, function, and class renaming to improve code ↵Adrian Astley
clarity
2014-12-19ZVISION: the type in ActionInventory is used as a signed byte nowFilippos Karapetis
2014-12-19ZVISION: Fix unchecked return value (CID 1257098)Marisa-Chan