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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svn-id: r13944
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so that it gets properly redrawn. Only the debugging code uses these
drawing primitives, so it's no big deal, but it's still the right thing to
do.
svn-id: r13811
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resource manager. All new code! All new bugs!
svn-id: r13603
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svn-id: r13494
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svn-id: r13410
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svn-id: r13286
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svn-id: r13107
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svn-id: r12761
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svn-id: r12739
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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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probably make the scrolling less smooth (I don't yet know how much), but it
does seem to fix bug #875683.
svn-id: r12381
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svn-id: r12360
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interpolation frames. It shouldn't delay anything, but I'm hoping it will
allow the other threads some breathing room, which might help bug #875683.
Or not. We'll see.
svn-id: r12357
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- fix for compilation at MAX, at include types
- changed to our types
svn-id: r12344
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Pre-converted cutscenes w/ palette files available - ask LeChuck about Cutscenes :)
svn-id: r12338
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width or height was 0), and use consistent naming for clip rect parameters.
svn-id: r12272
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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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svn-id: r11528
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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: 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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svn-id: r10997
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console from the SCUMM engine. I decided that would be easier than to clean
up the original console code.
Unfortunately there's a bunch of code that I just copied - a pretty lousy
form of code-reusal. It'd be nice if the console could be made part of the
Engine class, or something like that.
Most of the debug commands seem to be working. Some aren't relevant for
ScummVM, and some are a bit obscure so I'm not quite sure what they're
supposed to be doing.
svn-id: r10978
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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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and made some other minor cleanups.
svn-id: r10614
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svn-id: r10581
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svn-id: r10544
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svn-id: r10484
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svn-id: r10467
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play that music for cutscenes that have subtitles.
svn-id: r10460
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svn-id: r10459
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svn-id: r10427
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svn-id: r10426
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svn-id: r10391
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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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svn-id: r10359
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svn-id: r10308
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svn-id: r10264
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svn-id: r10192
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if we have the focus, so there's no need to check.
svn-id: r10130
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svn-id: r10058
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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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I don't know if I got it right - the result doesn't look that great to me -
but at least the infrastructure is there.
This, I think, marks the point where BS2 graphics is pretty much done. Some
functions haven't been unstubbed yet, but I believe they're used for
debugging and/or profiling. I'm not sure they're worth the trouble.
Of course, there is still testing and clean-ups to make. For instance, I'd
like DrawSprite() to use malloc() a bit less.
svn-id: r9879
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