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2002-04-12new video engine (expect broken non-sdl builds),Ludvig Strigeus
simon the sorcerer 1 & 2 support (non SCUMM games) svn-id: r3912
2002-04-11Large pointless reindentation of all the code. Also fixed a few mistakesJames Brown
in the object flags code cleanup. Flags used: indent *.cpp -br -bap -nbc -lp -ce -cdw -brs -nbad -nbc -npsl -nip -ts2 -ncs -nbs -npcs -nbap -Tbyte -Tuint32 -Tuint8 -Tuint16 -TArrayHeader -TMemBlkHeader -TVerbSlot -TObjectData -Tvoid -TImageHeader -TRoomHeader -TCodeHeader -TResHdr -TBompHeader -TMidiChannelAdl -TGui -TScumm -TSoundEngine -TPart -TPlayer svn-id: r3908
2002-04-05Fix Indy3/Loom override bugs. THIS MAY BREAK OTHER GAMES. Please test.James Brown
svn-id: r3876
2002-04-03Reenable masking detection for Indy3/Zak/Loom - still not correct, I've got ↵Paweł Kołodziejski
no idea how this code actually does the masking. svn-id: r3853
2002-03-25Moved the v3 specific version of readIndexVincent Hamm
svn-id: r3817
2002-03-24Fixed pal initVincent Hamm
svn-id: r3815
2002-03-24Add a few more uninited variables. Not done yet.James Brown
svn-id: r3812
2002-03-24Fixed garbadge in inventory section. Removed unused library in the MakefileVincent Hamm
svn-id: r3806
2002-03-21Completly change the way the Scumm object is handled. Now the main execution ↵Vincent Hamm
loop is done INSIDE the Scumm object. Low level system access (like delays, cd tracks,...) are called using the _system object. Changed the insane main loop to use _system calls svn-id: r3795
2002-03-20Preliminary redesigned of the virtual screen system. Now all the screen ↵Vincent Hamm
buffers are in a single 320*200 buffer, making video subprocess far more easy to do. On glitch remain in inventory's black area svn-id: r3793
2002-03-20I know it probably doesn't look like much, but this is a start to the reorg ↵James Brown
- basically I've shuffled the Scumm struct around, and turned it into a Class - labeling and grouping functions that are related. svn-id: r3792
2002-03-14Make some code-execution changes to allow early initilisation of GUI.James Brown
svn-id: r3748
2002-03-10Apply some patches by syke to prevent buffer overruns, etc.James Brown
svn-id: r3723
2002-03-09Correct a DOTT bug - and break some saved games again :/James Brown
People, remember this is alpha software - things change constantly :) DOTT is now fully completable again, along with Sam and Max. svn-id: r3715
2002-03-09Proper fix for Indy3 intro background.James Brown
svn-id: r3709
2002-03-09Fix a kind of typo thing.James Brown
svn-id: r3707
2002-03-09Make a slightly less hackier workaround. The virtScreen height check was ↵James Brown
wrong in the first place.. svn-id: r3706
2002-03-09Hacky workaround to make Indy3 intro not display garbage :)James Brown
svn-id: r3705
2002-03-09Fixed a few graphic glitchs in zak256Vincent Hamm
svn-id: r3704
2002-03-09Remove some polution from my 'play tree'.James Brown
svn-id: r3701
2002-03-09Fixed NUM_aCTORS for MI2/Indy4, etc.James Brown
Probably broke some saved games again. svn-id: r3700
2002-03-08Some changes, need to be done to get the Mac Port running. For example Point ↵Mutwin Kraus
is now called ScummPoint, as the name Point is already in use by Apple. svn-id: r3687
2002-03-08Yet more cleanups. Remove 'index' (reserved keyword), and remove 'res' ↵James Brown
shadowing. svn-id: r3685
2002-03-06Applied cleanup and scaling patch by Rob.James Brown
svn-id: r3665
2002-03-06Reimplemented the preliminary Dig features. Implemented actor with many ↵Vincent Hamm
direction. Fixed bomp bug svn-id: r3661
2002-03-05Next episode in V7 reimplementation. Nearly workingVincent Hamm
svn-id: r3658
2002-03-05More v7 implementationVincent Hamm
svn-id: r3656
2002-02-24Code cleanup - get rid of a bunch of typecast and unused variable warnings.James Brown
svn-id: r3627
2002-02-19Fixed getStringWidth. Fixed various text misspositions. Reworked the the ↵Vincent Hamm
redraw text background to make it more acqurate. Added support for colored strings. svn-id: r3611
2002-02-19Fixed the resore text background bugVincent Hamm
svn-id: r3610
2002-02-17Make Zak and Indy print stuff! Yay :)James Brown
Text overlapping bug tho.. svn-id: r3603
2002-02-17Make Monkey1 EGA display some pictures.James Brown
svn-id: r3602
2002-02-15Fixed some really silly typos in the 9th decoder.James Brown
svn-id: r3593
2002-02-14Zak graphical fixes.James Brown
svn-id: r3582
2002-02-13a few fix for Zak256Vincent Hamm
svn-id: r3575
2002-02-12First part of Yazoo and mines work on making older scumm games work.James Brown
Not enough here to actually work yet, just the base groundwork needed. svn-id: r3567
2002-02-02Added newline at end of file to fix gcc warnings.Marcus Comstedt
svn-id: r3552
2001-12-28implemented shaking,Ludvig Strigeus
added a toggle fullscreen patch (doesn't work for me though) svn-id: r3535
2001-12-27better full throttle support,Ludvig Strigeus
a couple of MI2 fixes. svn-id: r3532
2001-12-11converted internal representation of palette from 6-bit to 8-bitLudvig Strigeus
yazoo implemented remapActor svn-id: r3526
2001-11-27some BOMP support,Ludvig Strigeus
some fixes svn-id: r3506
2001-11-26very simple full throttle support, use the FULL_THROTTLE define. (will fix ↵Ludvig Strigeus
later) modified some actor parts to work better with full throttle (most likely new bugs because of that). directions are now stored as angles instead of left/right/up/down implemented loadFlObject (flobjects are currently saved in the savestate, will fix that also) svn-id: r3505
2001-11-14readability patch (janssen)Ludvig Strigeus
svn-id: r3493
2001-11-14music support,Ludvig Strigeus
fixed timing bugs svn-id: r3491
2001-11-11implemented some sam&max specific features,Ludvig Strigeus
fixed some bugs svn-id: r3486
2001-11-10new timing algorithmLudvig Strigeus
svn-id: r3484
2001-11-10fixed hardcoded number -> constant stuff (patches by janssen)Ludvig Strigeus
svn-id: r3483
2001-11-09save/load dialog by pressing F5,Ludvig Strigeus
multiple sounds at the same time, some other fixes svn-id: r3477
2001-11-08_useOrDecompress bug fixLudvig Strigeus
svn-id: r3475
2001-11-07debugger fix,Ludvig Strigeus
removed hardcoded constants, resouce lock state is now saved in the savegame, fixed bug with MI1 svn-id: r3470