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2004-04-07Cleanup.Torbjörn Andersson
svn-id: r13495
2004-04-07Cleanup.Torbjörn Andersson
svn-id: r13494
2004-04-07Added notice about how I think CP_PUSH_LOCAL_ADDR is used.Torbjörn Andersson
svn-id: r13493
2004-04-07Cleanup. (Mostly to change the wording and priority of the debuggingTorbjörn Andersson
messages to be more like in BS1.) svn-id: r13491
2004-04-04Cleanup.Torbjörn Andersson
svn-id: r13457
2004-03-30CleanupTorbjörn Andersson
svn-id: r13431
2004-03-29Cleanup.Torbjörn Andersson
This removes a bunch of debugging code/commands that either didn't do anything useful under ScummVM (e.g. "soft" and "hard"), or which did things that was already easily avaiable elsewhere (e.g. "save" and "restore"). I didn't have the heart to remove the "tony" command, though. :-) svn-id: r13422
2004-03-29Make clearScene() set the _needFullRedraw variable.Torbjörn Andersson
I think the reason I didn't do this from the start was that BS2 used to call clearScene(), or whatever the function was called back then, between every frame. Nowadays, it simply assumes that each frame will cover the previous one. Anyway, this change prevents the restart/restore dialog from appearing briefly between the two intro cutscene animations. svn-id: r13421
2004-03-28Renamed more OSystem methodsMax Horn
svn-id: r13410
2004-03-28More format string fixes.Torbjörn Andersson
svn-id: r13407
2004-03-28Fixed paramters to match format string.Torbjörn Andersson
svn-id: r13406
2004-03-28Fixed format string to match parameters.Torbjörn Andersson
svn-id: r13405
2004-03-28Cleanup.Torbjörn Andersson
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
2004-03-28Force the engine to pick a cursor after restoring a game. This appears toTorbjörn Andersson
be needed when using the -x command-line option to restore a game, though I'm not quite sure why. svn-id: r13400
2004-03-28Don't show the restart/restore dialog if a boot parameter has been given.Torbjörn Andersson
And a teensy-weensy little cleanup. svn-id: r13399
2004-03-28Fixed bug I introduced in the recent cleanup: It's the screen, not theTorbjörn Andersson
overlay, that needs to be cleared at the beginning of the movie. Otherwise what was on the screen may show at the end of the movie. svn-id: r13398
2004-03-27Make sure looping music is restarted after loading a savegame, regardlessTorbjörn Andersson
of how the savegame is loaded. (ScummVM adds two alternative methods: the -x command-line parameter, and the restart/restore dialog at the beginning of the game, which is only shown when there are savegames available.) svn-id: r13386
2004-03-27cleanupTorbjörn Andersson
svn-id: r13385
2004-03-24Use the binary .pal file format that was introduced for 0.6.0.Torbjörn Andersson
Invalidate the lookup table when the screen changes. (TODO: We also have to invalidate it if the change happens between cutscenes, don't we?) Some cleanup, particularly in the BS2 cutscene player. More needed, I guess... svn-id: r13377
2004-03-23Unify MPEG2 code even moreMax Horn
svn-id: r13365
2004-03-22share 'init' method, tooMax Horn
svn-id: r13361
2004-03-22Fix crash introduced by recent code unification. (Mind you, I'm stillTorbjörn Andersson
extremely grateful that the BS1 and BS2 cutscene players are finally sharing at least some of their code now.) svn-id: r13360
2004-03-22some more cleanupMax Horn
svn-id: r13359
2004-03-22move commong code into separate source file (more could be done, but it's a ↵Max Horn
start) svn-id: r13358
2004-03-21Moved Surface/Font code into new 'graphics' moduleMax Horn
svn-id: r13357
2004-03-21Unify a bit more...Max Horn
svn-id: r13354
2004-03-17Use the same syntax for accessing script variables as BS1 does, i.e. nowTorbjörn Andersson
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it makes it much easier to tell the difference between variables and constants when looking at the code. Of course, this sort of sweeping changes is jolly good for introducing truly weird regressions, which is why I waited until after 0.6.0. svn-id: r13331
2004-03-15fix doxygen-comment mistakesMax Horn
svn-id: r13286
2004-03-13Fixed a slight logic error in the music fading. At this point the codeTorbjörn Andersson
should only check if the music is fading, not in which direction. (Also made a minor cleanup.) svn-id: r13235
2004-03-04Apply patch #907359 : Broken Sword videos improved frameskipNicolas Bacca
svn-id: r13180
2004-03-04If the user has previous savegames, display a restart/restore dialog whenTorbjörn Andersson
the game starts. (I know it could look prettier, but I don't have much to work with here...) svn-id: r13178
2004-03-02Removed the test for non-existing demo cutscenes: param[0] is an offsetTorbjörn Andersson
into the chunk of memory handled by the memory manager, not a well-defined value. Also, it introduced a theoretical memory leak as fnPlaySequence() wouldn't get to clean up after itself. The correct place for this check is probably in MoviePlayer::play(), where you can test the name of the cutscene. On the other hand, the original demo will gladly play eye.smk if there is one, so why shouldn't we? svn-id: r13139
2004-03-01Display keyboard when savingNicolas Bacca
svn-id: r13118
2004-03-01Fix from Roever for bug #892827James Brown
svn-id: r13107
2004-03-01Add fix for error at end of sword2demo (From eriktorbjorn)Travis Howell
Prevent false warnings in demo. svn-id: r13102
2004-02-28renamed more OSystem methods to follow our naming scheme; renamed ↵Max Horn
NewGuiColor to OverlayColor; fixed some calls to error() in the SDL backend svn-id: r13087
2004-02-24the OSystem changes we discussed on the ML (note: renaming of the existing ↵Max Horn
OSystem API is not yet finished); porters will have to fix their ports to get them to compile again svn-id: r13036
2004-02-22Avoid deadlock in MPEG-2 cutscenes + slow devicesNicolas Bacca
svn-id: r12996
2004-02-22Patch #885904 (Flac Support) with some tweaks by meMax Horn
svn-id: r12984
2004-02-21unified code a littleMax Horn
svn-id: r12974
2004-02-21Use unsigned characters when drawing the text in the control panel etc.Torbjörn Andersson
This is consistent with how the in-game text is drawn, and might possibly fix the control panel text in the Spanish version (though I have no way of actually testing this). svn-id: r12957
2004-02-15Proper handling of BS2 cutscene lead-outs, plus some other minor fixes.Torbjörn Andersson
svn-id: r12907
2004-02-14Paint the overlay black at the end of the movie. Not all movies fade out onTorbjörn Andersson
their own, and sometimes the cutscene player will have to wait for the lead out to finish before returning to the game. (This will probably be true even after we fix the timing of the lead-outs.) svn-id: r12871
2004-02-13Check for MP3 file in Broken Sword cutscenes - useful for WinCE backend as ↵Nicolas Bacca
Tremor crashes for no specific reason (help appreciated :p) here svn-id: r12837
2004-02-12Changed the playback code to use the new "elapsed time" function instead.Torbjörn Andersson
This fixes bug #880484 for me, but may need some fine-tuning. svn-id: r12830
2004-02-08More cutscene fixes from roeverTravis Howell
svn-id: r12773
2004-02-07Patch #874510 from roever, fixes BS2 demo cutscene problems (bug #884568)James Brown
svn-id: r12761
2004-02-05Removed some of the #includes from sword2.hTorbjörn Andersson
svn-id: r12739
2004-02-05renamed (Const)Iterator to (const_)iterator; changed size() to return an uintMax Horn
svn-id: r12722
2004-01-30Various changes to the build system which allow building ScummVM in an ↵Max Horn
external directory (and as such, allow you to have a debug, a profiling, and a release build from the same set of source files in parallel). Work in progress svn-id: r12680