Age | Commit message (Collapse) | Author |
|
svn-id: r12342
|
|
Pre-converted cutscenes w/ palette files available - ask LeChuck about Cutscenes :)
svn-id: r12338
|
|
same amount of time. I don't think the original did this, but it turned out
to be pretty easy.
svn-id: r12334
|
|
svn-id: r12322
|
|
width or height was 0), and use consistent naming for clip rect parameters.
svn-id: r12272
|
|
hackish...
svn-id: r12247
|
|
deleted.
svn-id: r12211
|
|
svn-id: r12181
|
|
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
|
|
svn-id: r12141
|
|
svn-id: r12116
|
|
svn-id: r12115
|
|
svn-id: r12110
|
|
and it now fades both up and down.
Plenty of cleanups, simplifications and just moving code around to group it
in what I hope is a more logical fashion.
Fixed a long-standing bug where spot effects would eventually use up all
available sound effect handles. (I may have introduced this when I removed
the expiration of sound effects from FxServer().)
svn-id: r12108
|
|
svn-id: r12069
|
|
svn-id: r12056
|
|
open so that it can be re-opened afterwards. It's not so much that it may
have changed, but it may have been closed.
This should fix a crash when escaping the credits.
svn-id: r12055
|
|
"StandardHeader" instead of "_standardHeader".
svn-id: r11997
|
|
mainly because people kept (accidentally and sometimes on purpose :-) misusing them
svn-id: r11881
|
|
the recent mixer changes made it more audible. Or maybe I just didn't
listen until now.
svn-id: r11763
|
|
few other hitherto harmless bugs, which I've hopefully managed to fix.)
svn-id: r11762
|
|
svn-id: r11756
|
|
svn-id: r11755
|
|
(AudioInputStream subclasses really really should implement readBuffer() for good performance)
svn-id: r11753
|
|
svn-id: r11711
|
|
svn-id: r11707
|
|
pointless MusicStream class; removed various specific Channel subclasses and instead generalized the base class some more
svn-id: r11699
|
|
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
|
|
previous commit.
svn-id: r11551
|
|
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
|
|
files with a primitive and incomplete tool to present resource information.
(It may evolve into something useful and/or presentable later. Much later.)
I've found no evidence whatsoever that the mysterious blend & 0x02 case is
ever used. Since the code makes no sense to me, I've removed it.
svn-id: r11538
|
|
svn-id: r11528
|
|
svn-id: r11457
|
|
svn-id: r11363
|
|
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
|
|
If a cluster file isn't found the resource manager will first check if it's
one of the files that it expects to find on the hard disk. If so, it's
considered a fatal error.
Otherwise it will present the user with an "Insert CD1" or "Insert CD2"
message, just like the original did. Unlike the original, the user will
have to press a button or click the mouse to indicate when he's done. I
don't know if we even can detect the CD automatically in any portable way.
As far as I can see, we'll need at least two separate path settings for
this to actually work: one for the HD install directory, and one or two for
the CDs. The file that are supposed to be found on the HD are only on one
of the CDs, so the amount of CD swapping would probably be unbearable
otherwise.
As a consequence, I haven't actually tried running the game from CD yet.
By the way, the old caching code has been removed completely now. All it
did was to copy the cluster file to HD for faster access. ScummVM never did
that, but so far no one has complained.
svn-id: r11273
|
|
svn-id: r11266
|
|
svn-id: r11260
|
|
svn-id: r11259
|
|
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
|
|
svn-id: r11212
|
|
svn-id: r11209
|
|
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
|
|
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
|
|
svn-id: r11046
|
|
function that creates the panning table. The difference is that you now
have to tell whether you want one for normal or reverse stereo, so you are
not dependent on the previous state of the table.
(I still think it may be possible to get rid of the panning table
completely, but that's for later cleanups.)
svn-id: r11027
|
|
file, plus some other cleanup. I don't know how the config manager decides
if/when to save the settings to file, but we can worry about that later.
svn-id: r11001
|
|
svn-id: r10997
|
|
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
|
|
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
|