Age | Commit message (Collapse) | Author | |
---|---|---|---|
2003-06-05 | unified some code | Max Horn | |
svn-id: r8339 | |||
2003-06-05 | a little better | Paweł Kołodziejski | |
svn-id: r8333 | |||
2003-06-05 | disabled mask for now | Paweł Kołodziejski | |
svn-id: r8331 | |||
2003-06-05 | fixed my last commit | Paweł Kołodziejski | |
svn-id: r8330 | |||
2003-06-05 | added v1 gfx codec, (not working) | Paweł Kołodziejski | |
svn-id: r8329 | |||
2003-06-05 | clarified comment | Max Horn | |
svn-id: r8328 | |||
2003-06-05 | restricted check to V2, stupid mistake | Max Horn | |
svn-id: r8323 | |||
2003-06-05 | modified comment | Max Horn | |
svn-id: r8322 | |||
2003-06-05 | Regenerate strip table when loading | Max Horn | |
svn-id: r8321 | |||
2003-06-05 | fix for bug #749355 | Max Horn | |
svn-id: r8320 | |||
2003-06-05 | proper const cast | Max Horn | |
svn-id: r8319 | |||
2003-06-05 | Synchronize channels playing the same frequency. This prevents | Jochen Hoenicke | |
interference effects. svn-id: r8318 | |||
2003-06-05 | The Full Throttle end credits (press "W" to skip to them) look much nicer | Torbjörn Andersson | |
if the blast texts are drawn before the blast objects. This may cause regressions, but if so perhaps we can fix them by conditionally making blast texts produce a charset mask? Blast objects already honors the charset mask, so the end result should be the same as if the object was drawn first and the text afterwards. svn-id: r8316 | |||
2003-06-05 | cleanup | Torbjörn Andersson | |
svn-id: r8315 | |||
2003-06-05 | Inverse iris transition effect for V2 games. Also, some transition effects | Torbjörn Andersson | |
weren't working properly unless the entire screen was first marked as not dirty. I hope fixing that didn't break anything else. svn-id: r8314 | |||
2003-06-05 | Fix the ugly striped shadows in AKOS codec 1 when drawing scaled actors. | Torbjörn Andersson | |
This was noticeable in Full Throttle and Curse of Monkey Island, at least. I don't remember seeing it in The Dig. svn-id: r8313 | |||
2003-06-05 | fixed compilation for vc6 | Paweł Kołodziejski | |
svn-id: r8312 | |||
2003-06-05 | did a bit of cleaning and added TODOs ;) | Bertrand Augereau | |
svn-id: r8310 | |||
2003-06-05 | use the global BaseCostumeRenderer instead of reinstancing it every time | Bertrand Augereau | |
svn-id: r8309 | |||
2003-06-05 | converted from struc to class and added a function to update _numStrips, ↵ | Bertrand Augereau | |
needed since we don't reinstantiate BCR all the time anymore svn-id: r8308 | |||
2003-06-05 | added a global CostumeRenderer in the VM, to avoid actors reinstancing it ↵ | Bertrand Augereau | |
every time svn-id: r8307 | |||
2003-06-05 | there are a few places in maniac and zakdemo where we *do* have to store the ↵ | Max Horn | |
run & color <grmbl> svn-id: r8306 | |||
2003-06-05 | finished my drawBitmap optimisations | Max Horn | |
svn-id: r8305 | |||
2003-06-04 | some more cleanup | Max Horn | |
svn-id: r8304 | |||
2003-06-04 | some cleanup & refactoring (CJK fonts have proper shadows now, for example); ↵ | Max Horn | |
preparations to merge NutRenderer and SmushFont svn-id: r8303 | |||
2003-06-04 | looks like a glitch? | Max Horn | |
svn-id: r8302 | |||
2003-06-04 | put a setFeatures member that allows to precompute game-wide stuff, such as ↵ | Bertrand Augereau | |
CostumeRenderer, when features change, ie extremely rarely svn-id: r8301 | |||
2003-06-04 | cache room strip offsets (this should help performance on PalmOS) | Max Horn | |
svn-id: r8300 | |||
2003-06-04 | fixed compilation for vc6 | Paweł Kołodziejski | |
svn-id: r8299 | |||
2003-06-04 | fix warning | Paweł Kołodziejski | |
svn-id: r8298 | |||
2003-06-04 | init _CJKMode properly, in all cases | Max Horn | |
svn-id: r8297 | |||
2003-06-04 | cleanup | Max Horn | |
svn-id: r8294 | |||
2003-06-04 | Patch #747021: DIG&CMI 2 byte charset support (very heavily modified by me; ↵ | Max Horn | |
still needs more cleanup but already works well enough) svn-id: r8293 | |||
2003-06-04 | Don't attempt to play music/sfx on v1 games | Travis Howell | |
svn-id: r8292 | |||
2003-06-04 | Add MANIAC64 to these two MANIAC checks | Travis Howell | |
svn-id: r8291 | |||
2003-06-04 | readClassicIndexFile updates from aquadran | Jonathan Gray | |
svn-id: r8290 | |||
2003-06-04 | Save a bit of space for PalmOS | Chris Apers | |
svn-id: r8289 | |||
2003-06-04 | V2 mouse cursor, for that extra retro feel | Torbjörn Andersson | |
svn-id: r8288 | |||
2003-06-03 | fix flashlight in MM | Max Horn | |
svn-id: r8285 | |||
2003-06-02 | use enqueueText for FT, too | Max Horn | |
svn-id: r8284 | |||
2003-06-02 | cleanup | Max Horn | |
svn-id: r8283 | |||
2003-06-02 | moved blast text code to string.cpp | Max Horn | |
svn-id: r8282 | |||
2003-06-02 | seems this breaks in FT; not yet sure why, but disabling this in FT till ↵ | Max Horn | |
somebody has a chance to look at it svn-id: r8281 | |||
2003-06-02 | experimental change: replaced drawDescString with enqueueText. fixes ↵ | Max Horn | |
text-leftovers when scrolling the Dig (not tested in FT, though) svn-id: r8280 | |||
2003-06-02 | more v1 load directory ... | Paweł Kołodziejski | |
svn-id: r8274 | |||
2003-06-02 | added load directory support for v1 games | Paweł Kołodziejski | |
svn-id: r8273 | |||
2003-06-02 | make V2 games use transition effects | Max Horn | |
svn-id: r8271 | |||
2003-06-02 | wtf is this doing here?! | Max Horn | |
svn-id: r8269 | |||
2003-06-02 | Clean up debugger Restart function and move to SCUMM restart function | James Brown | |
svn-id: r8263 | |||
2003-06-02 | cleaned up the restart/pause/shutdown situation a bit; added comment that ↵ | Max Horn | |
explains how restart might be implemented svn-id: r8260 |