Age | Commit message (Collapse) | Author |
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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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svn-id: r9229
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svn-id: r9222
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svn-id: r9218
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svn-id: r9211
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