Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-01-18 | FULLPIPE: Implement sceneHandler37_setRingsState() | Eugene Sandulenko | |
2014-01-18 | FULLPIPE: Implement sceneHandler37() | Eugene Sandulenko | |
2014-01-18 | FULLPIPE: Implement scene37_updateCursor() | Eugene Sandulenko | |
2014-01-18 | FULLPIPE: Plug scene37 in | Eugene Sandulenko | |
2014-01-18 | FULLPIPE: Initial code for scene37 | Eugene Sandulenko | |
2014-01-18 | KYRA: Slight formatting fix. | Johannes Schickel | |
2014-01-18 | SCUMM: Fix some GCC warnings. | Johannes Schickel | |
2014-01-18 | KYRA: Make pointers to VQAHeader const | Torbjörn Andersson | |
This is just to enforce the idea that VQADecoder owns the VQAHeader and that the audio/video tracks are only allowed to look at it, not change it. | |||
2014-01-18 | KYRA: Restructure the VQA decoder, as suggested by clone2727 | Torbjörn Andersson | |
Untangled the audio and video track from each other, and the parsing of the stream from the decoding of its data. Also fixed a memory leak as it turns out deleting a Surface doesn't free its data. You have to call free() in it. I have only checked the intro, not every cutscene, but that seems to work fine at least. | |||
2014-01-18 | KYRA: Let the VQA decoder draw directly to the backend | Torbjörn Andersson | |
As an alternative to using the Screen class's functions, we can let the VQA decoder draw directly to the backend. This won't work if the game uses "hi-res mode", but I don't think that's ever the case for Malcolm's Revenge. I believe the KyraEngine_MR::playVQA() function ensures that the screen is properly updated after the movie has finished. This almost limits the VQA rewrite to vqa.cpp and vqa.h. Whether it's better this way than changing the Screen functions to take a 'pitch' parameter...? I don't know. But it's an alternative. | |||
2014-01-18 | KYRA: Rewrite the VQA decoder, using the VideoDecoder classes | Torbjörn Andersson | |
There isn't really a lot of benefit to this, but I think it's nicer if all our video decoders at least try to use the same infrastructure. | |||
2014-01-17 | Merge pull request #417 from digitall/STACK_fixes | Johannes Schickel | |
ALL: Fix optimization unstable code on checking for null after new. | |||
2014-01-17 | Merge pull request #366 from clone2727/he-saves-target-name | clone2727 | |
RFC: Make HE games use the target name in all save files | |||
2014-01-17 | MORTEVIELLE: Some refactoring in Action | Strangerke | |
2014-01-17 | MORTEVIELLE: rename a variable | Strangerke | |
2014-01-17 | FULLPIPE: Enable scene35 | Eugene Sandulenko | |
2014-01-17 | FULLPIPE: Renames in scene35. This completes the scene | Eugene Sandulenko | |
2014-01-17 | FULLPIPE: Implement sceneHandler35_genFlies() | Eugene Sandulenko | |
2014-01-17 | MORTEVIELLE: Remove unused structure and an obsolete comment | Strangerke | |
2014-01-17 | CGE: Further alignment fixes to Bitmap class. | D G Turner | |
This fixes bug #6476 - "DC: Soltys (CGE) crashes at start up". | |||
2014-01-16 | TONY: Cleanup (don't compare pointer with false). | Johannes Schickel | |
2014-01-16 | KYRA: Slight cleanup. | Johannes Schickel | |
2014-01-16 | FULLPIPE: Implement sceneHandler35_startFlow() | Eugene Sandulenko | |
2014-01-16 | FULLPIPE: Implement sceneHandler35_stopFlow() and _shrink() | Eugene Sandulenko | |
2014-01-16 | FULLPIPE: Implement sceneHandler35() | Eugene Sandulenko | |
2014-01-16 | FULLPIPE: Plug scene35 in | Eugene Sandulenko | |
2014-01-16 | FULLPIPE: Initial code for scene35 | Eugene Sandulenko | |
2014-01-15 | AVALANCHE: Move Clock to dedicated files. | uruk | |
2014-01-15 | AVALANCHE: Fix another bug regarding speaking. | uruk | |
This prevents the player from giving commands to Avalot when the character is tied up to a tree, so it's impossible to break the game's consistency that way. | |||
2014-01-15 | AVALANCHE: Repair bug regarding speaking in bed. | uruk | |
2014-01-15 | AVALANCHE: Implement wobble, move it to Animation. | uruk | |
2014-01-15 | AVALANCHE: Implement, rename, move zonk() and connected functions. | uruk | |
Implementations: zonk(), zl(). Renames: zonk() -> thunder(), zl() -> drawLightning(). Moved: the 2 above from Pingo to Animation. Addition: GraphicManager::drawLine(). | |||
2014-01-15 | AVALANCHE: Implement setBackgroundColor(). | uruk | |
2014-01-15 | MORTEVIELLE: Split resetVariables in two, reuse it in engine constructor | Strangerke | |
2014-01-15 | FULLPIPE: Implement ModalMap::getScenePicture() | Eugene Sandulenko | |
2014-01-15 | FULLPIPE: Implement ModalMap::initMap() | Eugene Sandulenko | |
2014-01-15 | FULLPIPE: Implement ModalMap::init() | Eugene Sandulenko | |
2014-01-15 | FULLPIPE: Implement ModalMap::handleMessage() | Eugene Sandulenko | |
2014-01-15 | FULLPIPE: More code to ModalMap | Eugene Sandulenko | |
2014-01-15 | FULLPIPE: Implement FullpipeEngine::openMap() and stub ModalMap class | Eugene Sandulenko | |
2014-01-15 | WINTERMUTE: Stop any playing FMV when loading a savegame. | Einar Johan Trøan Sømåen | |
2014-01-15 | MORTEVIELLE: Add some missing variable initializations | Strangerke | |
2014-01-15 | ALL: Remove optimization unstable code on checking for null after new. | D G Turner | |
These issues were identified by the STACK tool. By default, the C++ new operator will throw an exception on allocation failure, rather than returning a null pointer. The result is that testing the returned pointer for null is redundant and _may_ be removed by the compiler. This is thus optimization unstable and may result in incorrect behaviour at runtime. However, we do not use exceptions as they are not supported by all compilers and may be disabled. To make this stable without removing the null check, you could qualify the new operator call with std::nothrow to indicate that this should return a null, rather than throwing an exception. However, using (std::nothrow) was not desirable due to the Symbian toolchain lacking a <new> header. A global solution to this was also not easy by redefining "new" as "new (std::nothrow)" due to custom constructors in NDS toolchain and various common classes. Also, this would then need explicit checks for OOM adding to all new usages as per C malloc which is untidy. For now to remove this optimisation unstable code is best as it is likely to not be present anyway, and OOM will cause a system library exception instead, even without exceptions enabled in the application code. | |||
2014-01-14 | TSAGE: Fix for R2R cursor closing dialogs on title screen | Paul Gilbert | |
2014-01-14 | NEVERHOOD: Fix for bug #6481: 'NEVERHOOD: Wrong walk sound in navigation scene' | johndoe123 | |
2014-01-14 | NEVERHOOD: Fix for bug #6493: "NEVERHOOD: Many sounds playback as loud ↵ | johndoe123 | |
static (Wii)" | |||
2014-01-14 | FULLPIPE: Sort scenes in updateMap() | Eugene Sandulenko | |
2014-01-14 | FULLPIPE: Implement FullpipeEngine::updateMap() | Eugene Sandulenko | |
2014-01-14 | WINTERMUTE: 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. | |||
2014-01-13 | FULLPIPE: Renames in scene34. This completes the scene | Eugene Sandulenko | |