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2003-06-07compilation fixJonathan Gray
svn-id: r8371
2003-06-06set _version to detector valueMax Horn
svn-id: r8367
2003-06-06make version publicMax Horn
svn-id: r8366
2003-06-06I have no idea if this is right, but at least sound seems to be workingTorbjörn Andersson
again in Maniac Mansion, Zak and EGA Loom. svn-id: r8365
2003-06-06Preparations for removing GF_AFTER_V? flagsMax Horn
svn-id: r8364
2003-06-06hook for V2 costumes (based on a brief glimpse at the costume resources; ↵Max Horn
however I haven't yet looked at the rest of the format, so this would just crash if you enabled it right now) svn-id: r8363
2003-06-06Always reset the VAR_GAME_LOADED variable (if it's available). This seemsTorbjörn Andersson
to fix bug #740148, at least partially. svn-id: r8362
2003-06-06Added a fix for music_timer in V3 games.Jochen Hoenicke
svn-id: r8361
2003-06-06rewrite code a bit: personally I find it much easier to understand what the ↵Max Horn
code does this way (the &6 trick is cute, but obfuscates the meaning of the code) svn-id: r8360
2003-06-06Order matters! Inverse iris is transition effect 5 and nothing else.Torbjörn Andersson
svn-id: r8350
2003-06-06added a currently disabled hack that can be used to get costumes used in V1 ↵Max Horn
games (currently crashes since we don't support that custome format yet) svn-id: r8349
2003-06-06Get rid of *64 targets, use 'maniac' and 'zak' autodetection for the ↵James Brown
AFTER_V1 flag instead. svn-id: r8348
2003-06-06Hack to fix the placement of the green transparency on the tank in the HallTorbjörn Andersson
of Oddities in Sam & Max. As far as I can tell, this was a bug in the original game as well, so this is one of the rare cases where I think a hack is ok even as a long-term solution. svn-id: r8347
2003-06-06v1 object drawing updates from aquadranJonathan Gray
svn-id: r8346
2003-06-06fixed almost object drawing for v1 games, (ugly hack for drawBitmap)Paweł Kołodziejski
svn-id: r8345
2003-06-06changed height of virtscreen for v1 gamesPaweł Kołodziejski
svn-id: r8344
2003-06-06cleanupMax Horn
svn-id: r8341
2003-06-05unified some codeMax Horn
svn-id: r8339
2003-06-05a little betterPaweł Kołodziejski
svn-id: r8333
2003-06-05disabled mask for nowPaweł Kołodziejski
svn-id: r8331
2003-06-05fixed my last commitPaweł Kołodziejski
svn-id: r8330
2003-06-05added v1 gfx codec, (not working)Paweł Kołodziejski
svn-id: r8329
2003-06-05clarified commentMax Horn
svn-id: r8328
2003-06-05restricted check to V2, stupid mistakeMax Horn
svn-id: r8323
2003-06-05modified commentMax Horn
svn-id: r8322
2003-06-05Regenerate strip table when loadingMax Horn
svn-id: r8321
2003-06-05fix for bug #749355Max Horn
svn-id: r8320
2003-06-05proper const castMax Horn
svn-id: r8319
2003-06-05Synchronize channels playing the same frequency. This preventsJochen Hoenicke
interference effects. svn-id: r8318
2003-06-05The Full Throttle end credits (press "W" to skip to them) look much nicerTorbjörn 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
2003-06-05cleanupTorbjörn Andersson
svn-id: r8315
2003-06-05Inverse iris transition effect for V2 games. Also, some transition effectsTorbjörn 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
2003-06-05Fix 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
2003-06-05fixed compilation for vc6Paweł Kołodziejski
svn-id: r8312
2003-06-05did a bit of cleaning and added TODOs ;)Bertrand Augereau
svn-id: r8310
2003-06-05use the global BaseCostumeRenderer instead of reinstancing it every timeBertrand Augereau
svn-id: r8309
2003-06-05converted 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
2003-06-05added a global CostumeRenderer in the VM, to avoid actors reinstancing it ↵Bertrand Augereau
every time svn-id: r8307
2003-06-05there are a few places in maniac and zakdemo where we *do* have to store the ↵Max Horn
run & color <grmbl> svn-id: r8306
2003-06-05finished my drawBitmap optimisationsMax Horn
svn-id: r8305
2003-06-04some more cleanupMax Horn
svn-id: r8304
2003-06-04some cleanup & refactoring (CJK fonts have proper shadows now, for example); ↵Max Horn
preparations to merge NutRenderer and SmushFont svn-id: r8303
2003-06-04looks like a glitch?Max Horn
svn-id: r8302
2003-06-04put a setFeatures member that allows to precompute game-wide stuff, such as ↵Bertrand Augereau
CostumeRenderer, when features change, ie extremely rarely svn-id: r8301
2003-06-04cache room strip offsets (this should help performance on PalmOS)Max Horn
svn-id: r8300
2003-06-04fixed compilation for vc6Paweł Kołodziejski
svn-id: r8299
2003-06-04fix warningPaweł Kołodziejski
svn-id: r8298
2003-06-04init _CJKMode properly, in all casesMax Horn
svn-id: r8297
2003-06-04cleanupMax Horn
svn-id: r8294
2003-06-04Patch #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