Age | Commit message (Collapse) | Author |
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perhaps less clever than the old one I wrote, but should be much easier to
read. Besides, the old code had a small memory leak in it.
svn-id: r14897
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svn-id: r14888
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to fix, but it should work well enough for now.
In this rewrite of the music code, I removed the "save/restore music state"
function, since it just complicated things for a very small gain. It wasn't
in the original engine, and I added it just for the credits, so that the
previously playing music could be resumed afterwards. I might re-add it
later, but probably not.
svn-id: r14887
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implement it - personally I don't see the need - they can get it from CVS.
svn-id: r14819
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clusters. (No, that doesn't mean compressed music is support yet. This is
just a tiny little step closer.)
svn-id: r14794
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problems. Perhaps this will fix it?
svn-id: r14762
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class, so they are handled the same way as the compressed clusters.
The next step will be to migrate the music playback to use the same class,
which means the fade-in/out logic needs to be separated from the decoding.
Once this is done, adding support for compressed music should be a piece of
cake.
svn-id: r14740
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sprites on exit. As far as I can tell, the only case when this makes any
difference is when there is text on screen when you quit ScummVM, so it's
not really a memory leak, but Valgrind will report it as one.
svn-id: r14738
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speech. (Apparently it was just an accident that MP3 worked.)
Unfortunately I had to change the file format of the compressed files to
include both the compressed and uncompressed size, but since the tool to
create these files has only lived as an item in the patch tracker, no one
should have exptected it to be the final, working version, right? Right.
svn-id: r14698
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The equally experimental compression tool is in patch #854561.
Support for compressed music will require some restructuring first.
svn-id: r14684
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malloc() nowadays! (This only affected the "dummy" player.
svn-id: r14638
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Allow object_labels config option in COMI
svn-id: r14408
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this once. :-)
The parameters to drawLine() aren't clipped to the screen size, which meant
that it was accessing memory out of bounds when marking the screen as
dirty. The function now uses plotPoint(), which does the bounds checking
and screen dirtying for us. Apart from being a little easier to read, it
dirties only the parts of the screen the line actually passes through,
instead of a rectangle defined by the line's end points.
Since drawLine() is only used for debugging, I wouldn't consider this a
particularly serious bug.
Next change is that only the pixels inside the original parallax layer are
considered when creating the block surfaces. This may make the drawing
slightly more efficient, since fewer surfaces will be labelled as
transparent.
Plus some other minor cleanups.
svn-id: r14340
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by accident, and could cause bad noises during music cross-fades.
This wasn't a problem in 0.6.0 since all music is sampled at 22050 Hz,
which is the most likely output sample rate for ScummVM, so the converter
didn't actually have to do anything. Now, however, the output sample rate
could be anything.
I've given the music streams one converter each. In BS1, which uses similar
music code, it was already necessary to do this since some of its music is
sampled at 11025 Hz.
svn-id: r14237
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arbitrary many default search directories
svn-id: r14095
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more getGameDataPath() calls
svn-id: r14090
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svn-id: r14058
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svn-id: r14057
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svn-id: r13959
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svn-id: r13956
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yesterday.
svn-id: r13955
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game to crash shortly after Andr� shows you the coyote stone. More
precisely, when the camera view shifts from the close-up of the
conversation back to the normal view of the caf�.
For those who enjoy reading commit messages, this was the crash I was
hunting for yesterday.
svn-id: r13954
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or presses a button. This is how displayMsg() was always used, so the only
difference is that the code to check for events is no longer outside the
function.
In the process, it turned out that removeMsg() was probably unnecessary so
I have removed it. May cause regressions, but we can deal with them later.
svn-id: r13953
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code I added some time ago.
svn-id: r13952
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reproducable crash where an invalid pointer is decoded. Strangely, I never
saw it being encoded... Oh well, I'll find it eventually.
svn-id: r13951
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And no one even noticed! Should be fixed now.
svn-id: r13950
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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: r13947
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svn-id: r13946
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svn-id: r13944
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svn-id: r13933
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svn-id: r13831
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svn-id: r13830
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svn-id: r13813
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our other engines do this, so there is little reason for BS2 to. I did add
a filtering mechanism so that mouse button releases and scroll wheeling is
ignored during normal gameplay, but I don't know if that was necessary
either.
Since this left little more than an empty husk where the Input class used
to be, I've eliminated that class and buried its remains in Sword2Engine.
svn-id: r13812
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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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svn-id: r13810
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svn-id: r13806
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didn't do the change I was hoping for: the coyote stone is still partially
see-through, but perhaps it was in the original as well.
At least we no longer need to keep the buffer the mouse cursor is decoded
to, since that's now handled by the backend.
svn-id: r13782
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Part of this cleanup involved removing _unpauseZone. It was only used by
fnISpeak(), and as far as I could tell it was just because the original
code didn't trust amISpeaking() and getSpeechStatus() to return sensible
values directly after unpausing the game.
svn-id: r13781
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to keep its own copy of the sound data. It could be even further simplified
(I don't really see any reason for having two different sound queues), but
I seem to have reached a point of stability here and I don't want to jinx
it by making further changes yet.
svn-id: r13705
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svn-id: r13704
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svn-id: r13661
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svn-id: r13649
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MSVC6's idiosyncracies.
svn-id: r13644
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I've also made the SaveGameHeader struct packed, which may break savegame
compatibility on some architectures (though not on the Linux and Windows
boxes I've tried it on). But I'm hoping it will guarantee, or at least make
it more likely, that savegames will be portable across architectures.
svn-id: r13634
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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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didn't make. :-)
(That is, I made the change and then thought better of it, but I forgot to
change one line back to its original form.)
svn-id: r13608
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and I may as well clear it when a resource is read from disk as well.
svn-id: r13606
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resource manager. All new code! All new bugs!
svn-id: r13603
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