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2014-01-24Merge remote-tracking branch 'local/master'Max Lingua
2014-01-24FULLPIPE: Complete ModalCreditsEugene Sandulenko
2014-01-24FULLPIPE: Started ModalCredits implementationEugene Sandulenko
2014-01-24MORTEVIELLE: Initialize some uninitialized variablesStrangerke
2014-01-24FULLPIPE: Implement ModalFinalEugene Sandulenko
2014-01-23Merge branch 'master' of git://github.com/scummvm/scummvmMax Lingua
2014-01-23Merge pull request #423 from lordhoto/engine-path-setupJohannes Schickel
ENGINES: Make game path addition to SearchMan fully configurable
2014-01-23Merge pull request #422 from lordhoto/agos-archiveJohannes Schickel
AGOS: Archive code cleanup
2014-01-23FULLPIPE: Enable sceneFinalEugene Sandulenko
2014-01-23FULLPIPE: Implement sceneHandlerFinal_startFinal()Eugene Sandulenko
2014-01-23FULLPIPE: Implement sceneHandlerFinal_fallCoin()Eugene Sandulenko
2014-01-23FULLPIPE: More code to sceneFinalEugene Sandulenko
2014-01-23FULLPIPE: Implement sceneHandlerFinal()Eugene Sandulenko
2014-01-23FULLPIPE: Implement sceneFinal_updateCursor()Eugene Sandulenko
2014-01-23FULLPIPE: Plug sceneFinal inEugene Sandulenko
2014-01-23FULLPIPE: Initial code for sceneFinalEugene Sandulenko
2014-01-22AVALANCHE: Implement majorRedraw().uruk
2014-01-22AVALANCHE: Remove/move variables.uruk
2014-01-22TINSEL: Take advante of Engine::initializePath.Johannes Schickel
This makes sure that the game path is only ever added once for the PSX version of DW1. Most noticably this will make the warning about the game path being present in SearchSet disappear on startup.
2014-01-22ENGINES: Introduce method Engine::initializePath which sets up SearchMan.Johannes Schickel
This replaces the hardcoded addition of the game path in runGame in base/main.cpp by an engine configurable one.
2014-01-22AVALANCHE: Remove unused code.uruk
2014-01-22WINTERMUTE: Two minor formatting fixes.Johannes Schickel
2014-01-22FULLPIPE: Enable scene38. This completes the sceneEugene Sandulenko
2014-01-22FULLPIPE: Finish renames in scene38Eugene Sandulenko
2014-01-22FULLPIPE: Started renames in scene38Eugene Sandulenko
2014-01-22AVALANCHE: Move kTune and TuneType to Dialogs.uruk
2014-01-22AGOS: Use Common::File instead of SearchMan.Johannes Schickel
This makes sure the hack from Common::File for filenames with a trailing dot is used as expected.
2014-01-22AGOS: Get rid of ArchiveMan in favor of global SearchMan.Johannes Schickel
This in fact slightly changes the priority order of added archives. Formerly, all archives in SearchMan were preferred to the customly added ones in ArchiveMan. All standard paths (i.e. path and extrapath) will be still be searched before the custom ones (which are all priority 0 right now) but system specific paths will be searched after (due to their priority being -1). Since system specific paths shouldn't contain any game data files this should hopefully be harmless. This wasn't tested for games with CAB archives.
2014-01-22AGOS: Slightly clean up ArchiveMan code.Johannes Schickel
This removes the (always true) _fallBack flag which determined whether SearchMan should be searched.
2014-01-21FULLPIPE: Complete sceneHandler38_animateAlcoholics()Eugene Sandulenko
2014-01-21WINTERMUTE: Enable Wintermute by default.Einar Johan Trøan Sømåen
2014-01-21FULLPIPE: Started implementation of sceneHandler38_animateAlcoholics()Eugene Sandulenko
2014-01-21FULLPIPE: Implement sceneHandler38_propose()Eugene Sandulenko
2014-01-21FULLPIPE: Implement sceneHandler38_point()Eugene Sandulenko
2014-01-21FULLPIPE: Implement sceneHandler38_hammerKick()Eugene Sandulenko
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.
2014-01-19FULLPIPE: Implement sceneHandler38_tryTakeBottle() and postHammerKick()Eugene Sandulenko
2014-01-19FULLPIPE: Implement sceneHandler38_drink()Eugene Sandulenko
2014-01-19FULLPIPE: Implement sceneHandler38()Eugene Sandulenko
2014-01-19FULLPIPE: Implement scene38_setBottleState()Eugene Sandulenko
2014-01-19FULLPIPE: Plug scene38 inEugene Sandulenko
2014-01-19FULLPIPE: Initial code for scene38Eugene Sandulenko
2014-01-19PS2: modified sword25 loslib.cpp to support PS2Max Lingua
2014-01-18PS2: snprintf hack to fix scumm.plgMax Lingua
2014-01-18MORTEVIELLE: Enable engine by defaultStrangerke
2014-01-18FULLPIPE: Silence GCC warnings.Torbjörn Andersson
2014-01-18FULLPIPE: Renames in scene37. This completes the sceneEugene Sandulenko
2014-01-18FULLPIPE: Implement sceneHandler37_updateRing()Eugene Sandulenko