Age | Commit message (Collapse) | Author |
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malloc() nowadays! (This only affected the "dummy" player.
svn-id: r14638
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found the old name misleading (there is only one array that stores the
palette in the engine, though it could be argued that it's a copy of the
one used by the backend), and removed some code that I'm almost certain was
never used. (I've added assert()s to trigger in the cases where it would
have been used.)
svn-id: r13949
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our other engines do this, so there is little reason for BS2 to. I did add
a filtering mechanism so that mouse button releases and scroll wheeling is
ignored during normal gameplay, but I don't know if that was necessary
either.
Since this left little more than an empty husk where the Input class used
to be, I've eliminated that class and buried its remains in Sword2Engine.
svn-id: r13812
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to keep its own copy of the sound data. It could be even further simplified
(I don't really see any reason for having two different sound queues), but
I seem to have reached a point of stability here and I don't want to jinx
it by making further changes yet.
svn-id: r13705
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resource manager. All new code! All new bugs!
svn-id: r13603
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svn-id: r13410
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overlay, that needs to be cleared at the beginning of the movie. Otherwise
what was on the screen may show at the end of the movie.
svn-id: r13398
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Invalidate the lookup table when the screen changes. (TODO: We also have to
invalidate it if the change happens between cutscenes, don't we?)
Some cleanup, particularly in the BS2 cutscene player. More needed, I
guess...
svn-id: r13377
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svn-id: r13365
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svn-id: r13361
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extremely grateful that the BS1 and BS2 cutscene players are finally
sharing at least some of their code now.)
svn-id: r13360
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svn-id: r13359
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start)
svn-id: r13358
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svn-id: r13354
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svn-id: r13180
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svn-id: r13107
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Prevent false warnings in demo.
svn-id: r13102
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NewGuiColor to OverlayColor; fixed some calls to error() in the SDL backend
svn-id: r13087
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svn-id: r12996
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svn-id: r12984
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svn-id: r12974
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svn-id: r12907
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their own, and sometimes the cutscene player will have to wait for the lead
out to finish before returning to the game. (This will probably be true
even after we fix the timing of the lead-outs.)
svn-id: r12871
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Tremor crashes for no specific reason (help appreciated :p) here
svn-id: r12837
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This fixes bug #880484 for me, but may need some fine-tuning.
svn-id: r12830
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svn-id: r12773
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svn-id: r12761
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svn-id: r12739
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exe size (in this case, 16 MB...)
svn-id: r12678
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svn-id: r12575
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cutscene playback.
svn-id: r12536
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svn-id: r12506
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we can make an exception for removing self-described hacks and utterly
misleading comments? :-)
svn-id: r12497
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svn-id: r12474
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svn-id: r12465
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(default, 8bit backends should define BACKEND_8BIT for fast colour remapping) and sound syncronisation.
svn-id: r12456
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uninitialized values. Now the only warnings I got were from libmpeg2
itself, and I don't know how serious that is.
I've also added some code - disabled by default - to allow the cutscenes to
run with libmpeg 0.3.1, since that's what I've got on my Linux box. It
appears to work on that one, though I only have the "eye" cutscene on it
yet.
Ogg Vorbis playback is still broken for me under Windows, though. I wonder
if it is because I don't have the very latest Ogg Vorbis libraries on it
(since I didn't manage to compile them under MinGW). But surely the file
format hasn't changed in any important way...?
svn-id: r12374
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svn-id: r12360
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nicely shown by the fact that now all member vars of AnimationState are private)
svn-id: r12359
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animation state so that it can be deleted in doneAnimation().
svn-id: r12358
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minor cleanups. (Mostly spacing and indentation).
Unfortunately the Ogg Vorbis playback causes ScummVM to crash for me, so I
can't say for certain that I didn't break anything.
svn-id: r12356
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is quite Cish, though :-)
svn-id: r12351
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Pre-converted cutscenes w/ palette files available - ask LeChuck about Cutscenes :)
svn-id: r12338
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