Age | Commit message (Collapse) | Author |
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svn-id: r55157
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svn-id: r55156
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svn-id: r55143
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svn-id: r55142
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While the specs say that the 'mdat' ("media data") atom is required in all QuickTime files, QuickTime makes no check if the atom is actually present. This allows for some videos with typos in the atom tag in them to play in QuickTime anyway. The offsets in the 'stco' atom are only used instead.
This will fix a video in DS2 Mac and a music file in IHNM Mac (although this is not needed for either just yet).
svn-id: r55125
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As required by Hugo and Mohawk.
svn-id: r55120
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svn-id: r55095
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svn-id: r54964
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svn-id: r54936
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svn-id: r54932
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svn-id: r54930
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svn-id: r54929
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svn-id: r54928
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svn-id: r54927
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only for 8bpp videos
svn-id: r54849
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svn-id: r54841
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svn-id: r54840
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svn-id: r54839
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svn-id: r54385
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svn-id: r54358
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svn-id: r54287
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This makes it possible to write
DECLARE_SINGLETON(foo);
instead of
DECLARE_SINGLETON(foo)
without causing a warning about an extra semicolon.
The extra semicolon helps some editors at parsing the C++ code.
svn-id: r54258
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svn-id: r54231
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svn-id: r54205
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svn-id: r54200
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Based on the FFmpeg decoder. Only the 16bpp version has been implemented (and all that should be needed). The videos I have tried work fine with the codec. The audio does not yet play in these videos, but I hope to work on DK3 IMA ADPCM soon.
svn-id: r54194
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svn-id: r54191
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As happens for the last frames in the Fascination videos.
svn-id: r54144
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svn-id: r54104
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svn-id: r54099
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svn-id: r54080
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(could cause invalid memory access in MI1)
svn-id: r54079
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As happens for the last frame in the first video of the Fascination
intro.
svn-id: r54072
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These bugs would cause crashs in MSVC 2008/2010 release builds.
svn-id: r53893
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svn-id: r53762
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(used in the MI1 circus scene after Guybrush gets shot out of the cannon)
svn-id: r53616
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svn-id: r53555
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- made use of LordHotos graphics/sjis code to reduce code duplication
- japanese mode for version 3 and 5 works fine now with few exceptions (some line spacing glitches in MI1 intro etc.)
svn-id: r53554
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See bug report #3087917
svn-id: r53493
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The first correction was to use a temporary variable to remove the possibility of a memory leak when using realloc.
The second correction was to remove the gain variable from QDM2Stream::qdm2_calculate_fft() which has always evaluated to 1.0f and so has no effect.
svn-id: r53489
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svn-id: r53161
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svn-id: r53160
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svn-id: r53141
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svn-id: r53091
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svn-id: r53086
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svn-id: r52968
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svn-id: r52967
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This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).
Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.
This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).
Japanese font drawing hasn’t been improved much yet. This will be a separate task.
svn-id: r52966
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svn-id: r52956
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svn-id: r52955
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