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2018-01-23SUPERNOVA: Reduce memory usage to store sections and simplify codeThierry Crozat
Each section was store dusing the full image size. Now it only uses the section size, which should reduce considerably the amout of memory used for each image. Also when a section has one or more next section, they were all drawn on the surface for this section, but then they were drawn again on their own surface. And while this should not cause any issue, this was really unnecessary (and prevented optimizing the surface size for each section). So now this is no longer the case and the surface for a section only contains this section.
2018-01-23SUPERNOVA: Replace a class variable used in a single function by a local ↵Thierry Crozat
variable
2018-01-23SUPERNOVA: Fix graphics glitchesThierry Crozat
2018-01-23SUPERNOVA: Fix recursive infinite loop in door closing animation in ↵Thierry Crozat
ArsanoEntrance
2018-01-23SUPERNOVA: Handle events during dialogsThierry Crozat
2018-01-23SUPERNOVA: Cleanup dialog codeThierry Crozat
The main change consists in using a separate byte array for the sentence removal flags, move some functions from the GameManager to the Room class, and add a few additional functions to manipulate this new array. This allows to clarify some code related to dialogs. This change also allows to switch the _shown array back to a bool array.
2018-01-23SUPERNOVA: Implement most dialog related functionsThierry Crozat
2018-01-23SUPERNOVA: Add missing game stringThierry Crozat
2018-01-23SUPERNOVA: Fix screen shakeThierry Crozat
OSystem::setShakePos(int) can only take positive offset (as documented). Passing a negative offset caused memory issues in the drawing code and some random crashes.
2018-01-23SUPERNOVA: Fix delay when loading a savedgame while a message is displayedThierry Crozat
This required the user to click a mouse button to close the message and get to the mew state. Now the message is automatically closed before loading the new state.
2018-01-23SUPERNOVA: Change detection to use data files instead of executablesStrangerke
2018-01-23SUPERNOVA: Finish the string extraction in state.cppStrangerke
2018-01-23SUPERNOVA: Extract some strings from state.cppStrangerke
2018-01-23SUPERNOVA: Extract some more stings from rooms.cppStrangerke
2018-01-23SUPERNOVA: Remove AxacussCorridor5::interact in order to get rid of several ↵Strangerke
GOTOs
2018-01-23SUPERNOVA: extract strings for Axacuss Corridor 5Strangerke
2018-01-23SUPERNOVA: Merge two strings to help with translationThierry Crozat
2018-01-23SUPERNOVA: Fix displaying image missing last row and last columnThierry Crozat
This also fixes a crash for single row image sections
2018-01-23SUPERNOVA: Change the signature of dialog(), fix calls, extract some more ↵Strangerke
strings
2018-01-23SUPERNOVA: Extract ArsanoGlider, ArsanoMeetup 2 & 3 and AxacussCell stringsStrangerke
2018-01-23SUPERNOVA: Extract ArsanoRoger textsStrangerke
2018-01-23SUPERNOVA: Fix a remaining kStringDialogSeparatorStrangerke
2018-01-23SUPERNOVA: Extract more dialog textsStrangerke
2018-01-23SUPERNOVA: Extract strings used in ShipHold and operations related to the cableStrangerke
2018-01-23SUPERNOVA: Extract strings for ShibCabinL3 & R3 and for ShipAirlockStrangerke
2018-01-23SUPERNOVA: Fix check of dialog status in ArsanoRoger onEntranceThierry Crozat
2018-01-23SUPERNOVA: Simplify a bit the codeThierry Crozat
2018-01-23SUPERNOVA: Extract the strings from ShipCockpitStrangerke
2018-01-23SUPERNOVA: Extract strings for Ship Hall and Ship Sleep CabinStrangerke
2018-01-23SUPERNOVA: Janitorial - Fix some spacing in rooms.cppStrangerke
2018-01-23SUPERNOVA: Remove useless 2nd initialization of _shown to falseStrangerke
2018-01-23SUPERNOVA: Remove useless definesStrangerke
2018-01-23SUPERNOVA: Change _shown to an array of bytes in order to handle extra ↵Strangerke
values used by dialogs, fix ArsanoMeetup2::onEntrance by using a shown variable
2018-01-23SUPERNOVA: Fix some warningsStrangerke
2018-01-23SUPERNOVA: Improve translated title displayThierry Crozat
The title is displayed on three lines aligned on their center, but the code provides the left coordinate for each line so we need to compute it based on the translated line length.
2018-01-23SUPERNOVA: Improve interactivity of title screen and intro cutsceneThierry Crozat
We can now press the mouse button to leave the title screen instead of having to press a key. Since the mouse cursor was visible, not being able to press the mouse button was strange. Especially as it was possible to use the mouse button earlier in the title screen. Also we can now use the mouse button or any key other than escape during the cutscene to move to the next sentence. And the code is more reactive to pressing the Escape key (we don't need to wait for the current annimation to finish) to exit the cutscene.
2018-01-23SUPERNOVA: Move intro cutscene strings to engine data fileThierry Crozat
2018-01-23SUPERNOVA: Move object name and description strings to engine data fileThierry Crozat
2018-01-23SUPERNOVA: Add POTFILES to get translated text for the GUIThierry Crozat
2018-01-23SUPERNOVA: Start using strings from the engine data fileThierry Crozat
This means that now all that remains to be done to play in English is to move all the strings to the engine data file and to translate them.
2018-01-23SUPERNOVA: Load strings from the supernova.dat fileThierry Crozat
2018-01-23SUPERNOVA: Add detection entry for English translationThierry Crozat
2018-01-23SUPERNOVA: Add getting translated images from the engine data fileThierry Crozat
2018-01-23SUPERNOVA: Plug memory leak in MOD music streamsThierry Crozat
2018-01-23SUPERNOVA: Clean indentationsThierry Crozat
2018-01-23SUPERNOVA: Fix compilation using MSVC9, silent some CppCheck warningsStrangerke
2018-01-23SUPERNOVA: Fix GCC Signed vs. Unsigned Comparison Warnings.D G Turner
2018-01-23SUPERNOVA: Fix GCC Warning for Malformed Narrowing Conversions in C++11.D G Turner
2018-01-23SUPERNOVA: Fix GCC Unused Variable Warnings.D G Turner
2018-01-23SUPERNOVA: Fix clicks at start and end of audio samplesThierry Crozat
The sound samples start with a 6 bytes header (including the size of the sample coded on a little endian 16 bits uint on bytes 2 and 3) and end with 4 bytes set to null. Those were passed to the raw stream, which resulted in the audible clicks. Note that we could use the information from the header to load the sound samples instead of keeping around an array of offset and size.