Age | Commit message (Collapse) | Author |
|
Exception: The "decompiler" code still uses fopen/fprintf etc.
but it is disabled by default, hence I am ignoring it for now.
svn-id: r54108
|
|
This involves some nasty decisions, like mixing debugN and DebugPrintf
calls in the RivenConsole. I added FIXME comments about this.
svn-id: r54107
|
|
svn-id: r54106
|
|
svn-id: r54105
|
|
Some cleanup
svn-id: r54103
|
|
svn-id: r54102
|
|
Palettes in H3 Win intro are now correct
svn-id: r54100
|
|
I reduced memory fragmentation using 2 principles: Plugins should be loaded for as little time as possible, and long lasting memory allocations should be allocated before plugins are loaded. There might still be a little fragmentation left.
Note that command line settings that require plugins to be loaded don't work yet, but they didn't work (properly) before either.
svn-id: r54097
|
|
svn-id: r54095
|
|
svn-id: r54093
|
|
- Changed the new dithering checkbox to be more generic (i.e. relevant for all engines that may support such a feature in the future)
- Changed the checkbox to be unchecked by default. As discussed on -devel, game enhancements in ScummVM should be off by default, and opt-in
- Changed the option from "sci_undither" to "disable_dithering"
- Changed theme version style to X.Y.Z and bumped it to 0.8.2
svn-id: r54090
|
|
svn-id: r54087
|
|
svn-id: r54086
|
|
svn-id: r54085
|
|
Adventures for now.
svn-id: r54084
|
|
(could cause invalid memory access in MI1)
svn-id: r54079
|
|
svn-id: r54078
|
|
svn-id: r54077
|
|
Variable not initialized. Crashed when no sound effects were present in the room
(Bug fixed thanks to Thomas)
svn-id: r54076
|
|
(Thanks to Thomas)
svn-id: r54075
|
|
svn-id: r54071
|
|
From our current stance, this is a game enhancement, and should be on by default, like the rest of the game enhancements (AGI mouse, save/load replacement etc)
svn-id: r54070
|
|
svn-id: r54069
|
|
makes the view getting fully undithered
svn-id: r54068
|
|
called "undithering") in the graphics options tab. The algorithm is now disabled by default, after popular demand. In retrospect, we really shouldn't have made it default, in order to preserve the authenticity of the graphics in early SCI EGA games, and allow the user to opt in and enable the option if needed. Unfortunately, the lack of an easy way to modify the option made it hard to do so.
svn-id: r54066
|
|
svn-id: r54063
|
|
This generalises the workaround added for bug #3018918 i.e. UOTODDV issue, to cover the
ICVGCGT case and hopefully all future cases, by executing the variable correction during
the reload after Game Over and using the variable read by the script triggering the movement lock, rather than the movement lock variable (59) itself as this may not be set until a later script.
svn-id: r54061
|
|
used at all, only used to 'mark' binaries compiling Lua in, I think we could safely remove it, too)
svn-id: r54056
|
|
svn-id: r54055
|
|
svn-id: r54054
|
|
This merge was extremely difficult to carry out. It wasn't entirely SVN's fault -- there were several merges to the branch that were done by hand. Please check for any issues and regressions. Also note that the DS makefile was not copied over since the "one at a time" plugin mode currently has too much fragmentation ie. it doesn't work.
svn-id: r54051
|
|
svn-id: r54047
|
|
svn-id: r54045
|
|
svn-id: r54044
|
|
svn-id: r54043
|
|
svn-id: r54042
|
|
svn-id: r54040
|
|
svn-id: r54039
|
|
svn-id: r54038
|
|
svn-id: r54037
|
|
svn-id: r54036
|
|
svn-id: r54035
|
|
svn-id: r54034
|
|
svn-id: r54033
|
|
svn-id: r54032
|
|
svn-id: r54031
|
|
svn-id: r54030
|
|
svn-id: r54029
|
|
reentering the game. There could be (and most likely are) others as well
svn-id: r54028
|
|
The very same issue probably affects more engines, possibly even some
which have RTL enabled.
svn-id: r54027
|