aboutsummaryrefslogtreecommitdiff
path: root/engines
AgeCommit message (Collapse)Author
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
2014-01-18MORTEVIELLE: 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
2014-01-18FULLPIPE: Plug scene37 inEugene Sandulenko
2014-01-18FULLPIPE: Implement sceneHandler37_setRingsState()Eugene Sandulenko
2014-01-18FULLPIPE: Implement sceneHandler37()Eugene Sandulenko
2014-01-18FULLPIPE: Implement scene37_updateCursor()Eugene Sandulenko
2014-01-18FULLPIPE: Plug scene37 inEugene Sandulenko
2014-01-18FULLPIPE: Initial code for scene37Eugene Sandulenko
2014-01-18KYRA: Slight formatting fix.Johannes Schickel
2014-01-18SCUMM: Fix some GCC warnings.Johannes Schickel
2014-01-18KYRA: Make pointers to VQAHeader constTorbjörn 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.
2014-01-18KYRA: Restructure the VQA decoder, as suggested by clone2727Torbjörn 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.
2014-01-18KYRA: Let the VQA decoder draw directly to the backendTorbjörn 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.
2014-01-18KYRA: Rewrite the VQA decoder, using the VideoDecoder classesTorbjörn 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.
2014-01-17Merge pull request #417 from digitall/STACK_fixesJohannes Schickel
ALL: Fix optimization unstable code on checking for null after new.
2014-01-17Merge pull request #366 from clone2727/he-saves-target-nameclone2727
RFC: Make HE games use the target name in all save files
2014-01-17MORTEVIELLE: Some refactoring in ActionStrangerke
2014-01-17MORTEVIELLE: rename a variableStrangerke
2014-01-17FULLPIPE: Enable scene35Eugene Sandulenko
2014-01-17FULLPIPE: Renames in scene35. This completes the sceneEugene Sandulenko
2014-01-17FULLPIPE: Implement sceneHandler35_genFlies()Eugene Sandulenko
2014-01-17MORTEVIELLE: Remove unused structure and an obsolete commentStrangerke
2014-01-17CGE: Further alignment fixes to Bitmap class.D G Turner
This fixes bug #6476 - "DC: Soltys (CGE) crashes at start up".
2014-01-16TONY: Cleanup (don't compare pointer with false).Johannes Schickel
2014-01-16KYRA: Slight cleanup.Johannes Schickel
2014-01-16FULLPIPE: Implement sceneHandler35_startFlow()Eugene Sandulenko
2014-01-16FULLPIPE: Implement sceneHandler35_stopFlow() and _shrink()Eugene Sandulenko
2014-01-16FULLPIPE: Implement sceneHandler35()Eugene Sandulenko
2014-01-16FULLPIPE: Plug scene35 inEugene Sandulenko
2014-01-16FULLPIPE: Initial code for scene35Eugene Sandulenko
2014-01-15AVALANCHE: Move Clock to dedicated files.uruk
2014-01-15AVALANCHE: 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.
2014-01-15AVALANCHE: Repair bug regarding speaking in bed.uruk
2014-01-15AVALANCHE: Implement wobble, move it to Animation.uruk