Age | Commit message (Collapse) | Author |
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To match original version and other games.
svn-id: r11479
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"nosubtitles", let's change this one as well. Of course, it does break
compatibility with old config files, but I guess the worst that can happen
is that we have an unused "nosubtitles" line in addition to the used
"subtitles" line...
svn-id: r11464
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svn-id: r11366
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over the past few weeks, except for g_sword2. (Of course, this doesn't
necessarily make the code any prettier, but we can work on that later.)
svn-id: r11309
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loop if ScummVM failed to find a file in the demo. (Now it should error out
instead, which is marginally preferable.)
svn-id: r11298
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renamed the Display class Graphics for no better reason than me liking the
phrase "sound and graphics" better than "sound and display".
svn-id: r11258
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and removed some of the references to global variables.
At this point I believe everything in the main game engine has been moved
into classes - not necessarily the correct ones, but still... However,
there is some stuff in the driver directory that need to be taken care of
as well.
svn-id: r11207
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svn-id: r11129
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Renamed the resource manager's open/close methods openResource() and
closeResource() to avoid confusion. (It was I who originally shortened
their names to open() and close(), but I've changed my mind now.)
Moved more stuff into Sword2Engine.
svn-id: r11088
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for the mouse stuff, but I need to think about that a bit more. I have a
feeling the code could be cleaned up a bit anyway...
svn-id: r11060
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promise I will get rid of g_sword2 later.)
svn-id: r11057
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svn-id: r11046
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function that creates the panning table. The difference is that you now
have to tell whether you want one for normal or reverse stereo, so you are
not dependent on the previous state of the table.
(I still think it may be possible to get rid of the panning table
completely, but that's for later cleanups.)
svn-id: r11027
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svn-id: r11026
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svn-id: r11025
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svn-id: r11014
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file, plus some other cleanup. I don't know how the config manager decides
if/when to save the settings to file, but we can worry about that later.
svn-id: r11001
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svn-id: r10997
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svn-id: r10990
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console from the SCUMM engine. I decided that would be easier than to clean
up the original console code.
Unfortunately there's a bunch of code that I just copied - a pretty lousy
form of code-reusal. It'd be nice if the console could be made part of the
Engine class, or something like that.
Most of the debug commands seem to be working. Some aren't relevant for
ScummVM, and some are a bit obscure so I'm not quite sure what they're
supposed to be doing.
svn-id: r10978
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svn-id: r10923
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svn-id: r10885
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touches a lot of the code, of course, and adds yet another global variable
(temporarily, I hope), but everything still seems to work.
Knock on wood.
svn-id: r10806
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svn-id: r10769
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analogous to the SkyAutoRoute class.
svn-id: r10754
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global variable which will hopefully be dealt with later.)
svn-id: r10734
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font renderer for the game itself. (It just doesn't live in any separate
class yet.)
svn-id: r10658
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headers. Most (all?) of the ones we need should probably come from stdafx.h
instead.
svn-id: r10588
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usage); renamed Sword2State to Sword2Engine
svn-id: r10583
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svn-id: r10581
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suggestion, but I prepared the patch long before reading the mail :-).
Also, the remaining parts of the control panel etc. have been moved into a
class of their own.
This is still work in progress. I'm well aware that some of the classes
aren't as well separated as they ought to be, and that using global
variables to keep track of the different classes probably isn't pretty.
svn-id: r10561
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svn-id: r10544
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svn-id: r10514
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svn-id: r10499
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svn-id: r10496
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svn-id: r10428
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but say who added what when. (No disrespect intended, but this information
means very little to us.)
svn-id: r10413
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characters. Hopefully this will make things work smoother on the Mac, but I
have no way of testing that.
svn-id: r10376
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svn-id: r10350
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svn-id: r10337
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simplify some code; added a global g_sound pointer in bs2, this cuts down on uses of g_sword2 (of course both should be removed on the long run); some other minor tweaks/fixes
svn-id: r10278
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svn-id: r10126
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load). The new code is smaller, hopefully a bit easier to read and doesn't
use up all the CPU time.
Of course, it may some new and exciting bugs too. ;-)
svn-id: r10079
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sprites are drawn, but I think that's how it should be.
1: No bells or whistles.
2: This setting adds sprite blending, e.g. the smoke at the docks or the
display cases at the Glease Gallery.
3: This setting adds light map support, e.g. when walking under the shack
at the docks.
4: This setting adds better scaling algorithms.
The first three settings should work fine now. In fact, the third setting
is what we used to implement. The fourth setting still needs work and
testing. I've added code for downscaling case, but frankly I'm not
convinced the result is any better than with the simpler scaler. I usually
can't even tell the difference.
Of course, my translation of the original code could very well be buggy.
svn-id: r9867
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for everyone?
svn-id: r9849
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svn-id: r9848
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unnecessary stuff from our own Surface class. The former allows the in-game
dialogs to at least sort of work, and the latter gained me a few frames per
second, according to the built-in FPS counter.
svn-id: r9825
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is depressing and duplicated all over the place... I don't think I can bear to touch this code until it's undergone some MAJOR cleanup :)
svn-id: r9782
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besides this way all our engines start with an "s" ;)
svn-id: r9301
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svn-id: r9280
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