Age | Commit message (Collapse) | Author |
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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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svn-id: r10258
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svn-id: r10160
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think ScummVM has hung or something.
svn-id: r10138
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as much about the text handling functions.
svn-id: r10137
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svn-id: r10136
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trivial to actually play the Smacker voice-overs, but I think the sound
code needs a bit more cleaning up first. (I'm pretty sure it isn't
alignment-safe, and it might not be endian-safe either.)
svn-id: r10123
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svn-id: r10104
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available, since they are separate from the Smacker files themselves.
Next step will be to play the voice-over sounds as well, and to make sure
subtitles settings etc. are taken into account (if they aren't already).
svn-id: r10099
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already reached its scroll target. This keeps BS2 from using all available
CPU time all of the time.
It may still be that we need a mechanism for throttling the frame rate when
the scene is moving towards a scroll target, but my computer isn't really
fast enough to test that.
Two other bugs fixed in the process:
* I think the last frame of the render cycle was rendered, but not
displayed. If so, that should be fixed now.
* I discovered that there are cases where we do need to clear the screen
(e.g. at the "Meanwhile..." message when George has found out about the
Glease Gallery), so I've re-enabled the function and disabled it in the
render cycle.
svn-id: r9904
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block surfaces. (A block surface is a 64x64 tile of a parallax layer.)
I've also done a few things to try and optimize the drawing:
* The back buffer is no longer cleared between frames. This may cause
regressions, but I do believe that the entire picture area is always
completely re-rendered for each frame.
As a result of this, the menu code is now responsible for clearing the
icon areas itself.
* A few unnecessary copy_rect() calls were commented out in favor of one
big copy_rect() in ServiceWindows().
* Completely opaque block surfaces are copied with memcpy(), one line at a
time.
Unless we manage to add intelligent screen redrawing, I don't think it will
get that much faster than this, though there is some unnecessary data
copying in DrawSprite() that could be removed.
And the game is still a terrible CPU hog. I believe the animation runs at
approximately 12 fps. If there's still time left, it will pump out further
frames to get smooth scrolling. We ought to put a cap on that, and if it
has already reached the scroll target it should sleep for the rest of the
render cycle.
svn-id: r9886
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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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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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svn-id: r9737
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svn-id: r9236
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svn-id: r9222
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svn-id: r9220
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svn-id: r9212
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