Age | Commit message (Collapse) | Author |
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svn-id: r19142
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either very small or, in the case of driver96.h, a disorganized jumbles.
svn-id: r16952
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classes: Screen and Mouse. Screen handles most of the drawing, except the
mouse cursor and in-game menus.
The old Graphics class is no more.
I've also fixed some "reverse stereo" regressions from the first part of
the restructuring.
I'm not sure what the next step will be, but hopefully it will be smaller
than this one was.
svn-id: r16812
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svn-id: r16580
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reduced this (total dependencies on system.h went down from 193 to 85 files)
svn-id: r16527
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svn-id: r16397
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I think the reason I didn't do this from the start was that BS2 used to
call clearScene(), or whatever the function was called back then, between
every frame. Nowadays, it simply assumes that each frame will cover the
previous one.
Anyway, this change prevents the restart/restore dialog from appearing
briefly between the two intro cutscene animations.
svn-id: r13421
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OSystem API is not yet finished); porters will have to fix their ports to get them to compile again
svn-id: r13036
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svn-id: r12739
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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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svn-id: r12342
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Pre-converted cutscenes w/ palette files available - ask LeChuck about Cutscenes :)
svn-id: r12338
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hackish...
svn-id: r12247
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deleted.
svn-id: r12211
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svn-id: r12181
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renders the entire screen every frame, but it tries to update (i.e. copy to
the backend) only the parts of the screen that actually changed. At least
approximately so.
svn-id: r12142
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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mainly because people kept (accidentally and sometimes on purpose :-) misusing them
svn-id: r11881
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svn-id: r11711
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svn-id: r11707
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of an animated cutscene while the mixer was still using it. Oddly enough, I
didn't encounter this bug when I played through the game recently, but
today it happened every time at the end of the cutscene where Nico finds
the jaguar stone.
svn-id: r11637
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aligned, never flipped and never RLE16-compressed. Simplified the code
accordingly. (Displaying the restore dialog when specifying an unused save
slot from the command-line works again now.)
Plus some minor cleanups.
svn-id: r11550
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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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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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svn-id: r11212
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svn-id: r11209
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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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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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svn-id: r10997
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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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global variable which will hopefully be dealt with later.)
svn-id: r10734
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and made some other minor cleanups.
svn-id: r10614
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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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svn-id: r10581
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svn-id: r10544
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svn-id: r10532
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the subtitles slightly.
svn-id: r10503
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debugging levels). This needs further cleanups, but I believe I have
reached a stable point where I can commit it without too much anxiety.
svn-id: r10502
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svn-id: r10468
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play that music for cutscenes that have subtitles.
svn-id: r10460
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svn-id: r10432
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svn-id: r10383
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make screenshots.)
svn-id: r10382
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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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want to! :-) Escaping a cutscene while the voice-over is playing should
work now.
svn-id: r10369
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svn-id: r10368
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before there is any speech.
svn-id: r10364
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the time to do much testing yet, but it seems to work for me.
svn-id: r10361
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svn-id: r10259
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