Age | Commit message (Collapse) | Author |
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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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svn-id: r52954
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svn-id: r52953
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svn-id: r52939
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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_frameRate is now stored using Common::Rational instead of uint32.
svn-id: r52689
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PICT images of <8bpp are now supported and paletted images now work when the PixelFormat passed is not 1Bpp.
svn-id: r52671
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This prevents accidental implicit rounding
and might also fix compilation on AmigaOS4 (bug #3060981).
svn-id: r52616
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Fixes crashes when playing two videos in Riven DVD (card 262). Note that the videos still don't display properly because of a bug in QTRLE 16bpp. For the record, FFmpeg doesn't handle this properly either.
svn-id: r52603
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Patch #3057924 is "QuickTimeDecoder: Scaling x and y separately". Thanks to kreegee for the patch and fuzzie for fixing a couple bugs with it.
svn-id: r52594
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svn-id: r52489
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Indeo3Decoder::decoderImage() was leaking inData
svn-id: r52408
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It is practically not possible to get rid of those completely
due to rounding errors with 16-bit surface.
svn-id: r52367
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svn-id: r52268
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Reword the disclaimer at the top of COPYING.LGPL, as it sounds a bit
awkward to me.
Move the BSD-like license to the top of mpeg_player.cpp (it still
points out that only parts of the file are under that license) because
that's where COPYING.BSD tells the reader to look.
svn-id: r51939
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svn-id: r51931
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svn-id: r51928
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svn-id: r51927
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svn-id: r51926
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svn-id: r51924
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Not just the 6 bits per color component used in VGA
svn-id: r51921
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svn-id: r51920
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To match the other VideoDecoder classes with sound support.
svn-id: r51919
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Like it should have been in the first place...
Fixes Woodruff slot-VMD positions.
svn-id: r51917
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svn-id: r51915
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svn-id: r51912
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svn-id: r51909
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svn-id: r51908
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svn-id: r51907
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svn-id: r51906
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svn-id: r51905
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Change CoktelDecoder::renderBlock*() and IMDDecoder::renderFrame()
to receive a Common::Rect instead of mucking about with _dirtyRects.
svn-id: r51904
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svn-id: r51903
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svn-id: r51902
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svn-id: r51901
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svn-id: r51900
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svn-id: r51899
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svn-id: r51898
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svn-id: r51897
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