Age | Commit message (Collapse) | Author |
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either very small or, in the case of driver96.h, a disorganized jumbles.
svn-id: r16952
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index tables in memory instead of accessing them over and over again, which caused major slowdowns with cd accesses.
Also, the caching of datafiles depends on the memory usage now, not on the number of screens that the player entered in the meantime.
The old behaviour made the engine run out of memory on the PS2.
svn-id: r16843
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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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In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
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svn-id: r16580
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svn-id: r16397
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They're generally the largest resources in the cache by far (though some
ANIMATION_FILE resources are about as big).
I still don't know how much benefit there is to resource caching, but some
of it is definitely needed, or the game won't work properly. Oh well, as
long as no one complains about the extra memory usage...
svn-id: r15079
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command, would close the global script variables and player object
resources, without reopening them again. This made them fair game for the
resource expiration mechanism. The player object is probably referenced
often enough to stay alive, but the variables died on me pretty quickly,
causing ScummVM to crash.
I've also added a "reslist" debug command to make this sort of things
easier to spot. By default it only lists resources with refCount > 0. Use
"reslist 0" to see all the cached resources as well.
svn-id: r14958
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cache after it's been closed. (Currently it always is, but ideally I'd like
for BS to work even if resource caching is disabled.)
svn-id: r13610
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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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One of the changes, I'm not quite sure about: buildDisplay() used to open
and close the _thisScreen.background_layer_id resource for each layer it
processed. In particular, it used to "release the screen resource before
cacheing the sprites".
I have no idea why, because I can't see any trace of a sprite cache, and I
can't think of any harm in keeping the resource open during the whole
render cycle. The resource is probably loaded into memory already anyway,
though its reference counter may be 0.
svn-id: r13401
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svn-id: r12739
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svn-id: r12181
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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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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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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promise I will get rid of g_sword2 later.)
svn-id: r11057
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svn-id: r11025
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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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svn-id: r10885
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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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svn-id: r10499
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message functions with our own.
We still need to go through them and assign sensible debug levels to them.
svn-id: r10422
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but say who added what when. (No disrespect intended, but this information
means very little to us.)
svn-id: r10413
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svn-id: r10267
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througout the code.
svn-id: r10127
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besides this way all our engines start with an "s" ;)
svn-id: r9301
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svn-id: r9237
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svn-id: r9222
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svn-id: r9211
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