Age | Commit message (Collapse) | Author |
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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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resource manager. All new code! All new bugs!
svn-id: r13603
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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: r12739
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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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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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svn-id: r11260
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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: 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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svn-id: r10659
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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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play that music for cutscenes that have subtitles.
svn-id: r10460
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fact, I'm not even sure the !data case ever happens.
svn-id: r10425
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cluttering up the files anyway. (Though I do feel a slight twinge of guilt
for removing historical records like this. :-)
svn-id: r10384
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barebone ScummVM (or maybe I just want to increase our CVS stats? <g>)
svn-id: r10287
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througout the code.
svn-id: r10127
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code to be more in line with the ScummVM coding style.
svn-id: r9878
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only uploaded to the backend if fadeNow == RDPAL_INSTANT. Otherwise, assume
that FadeServer() will do it for us, eventually.
I think this is the correct behaviour, and it prevents the bug where the
unfaded room image might flash by briefly when moving the mouse while
changing rooms.
svn-id: r9868
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for the making it a timer handler. This should eliminate the occasional
glitches I've been seeing with fades not being completed.
I'm also hoping that it will fix the problem where the game would sometimes
hang when moving between rooms. I know that at least once when I had that
happen to me the game was busy-waiting for the palette to fade.
At the very least, it's one place less to worry about thread-safety in.
svn-id: r9854
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svn-id: r9829
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under the shack), plus some other cleanups. The s->blend & 0x02 case looks
bogus to me, but I don't know where it's used and I can't see that the
original did it differently.
svn-id: r9819
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svn-id: r9737
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svn-id: r9337
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svn-id: r9330
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svn-id: r9328
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svn-id: r9233
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svn-id: r9230
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svn-id: r9222
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svn-id: r9212
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