Age | Commit message (Collapse) | Author |
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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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svn-id: r12452
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svn-id: r12447
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an in-memory WAV file. At the moment it's only used in one place, which is
a bit silly, but I hope to use it for the cutscene player to figure out
when to start the lead-out music.
(To do that I'll need to know how long the cutscene is, though. I haven't
looked into how to find that out yet.)
svn-id: r12424
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fading-up music to distort and eventually deteriorate into white noise.
This was because I allowed _fade to be set on channels that weren't playing
and because I only checked _fade for equality when deciding when to stop
the fading. It should work much better now, I think.
svn-id: r12392
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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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uninitialized values. Now the only warnings I got were from libmpeg2
itself, and I don't know how serious that is.
I've also added some code - disabled by default - to allow the cutscenes to
run with libmpeg 0.3.1, since that's what I've got on my Linux box. It
appears to work on that one, though I only have the "eye" cutscene on it
yet.
Ogg Vorbis playback is still broken for me under Windows, though. I wonder
if it is because I don't have the very latest Ogg Vorbis libraries on it
(since I didn't manage to compile them under MinGW). But surely the file
format hasn't changed in any important way...?
svn-id: r12374
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grows larger, both when fading up or down. This fixes the problem where the
volume would "jump" when changing the fading "direction" of a stream.
Also changed the logic for deciding which music stream to stop if both
streams are playing and a third stream is started. Before it always tried
to pick the one that was fading down. Now it will pick the one with the
lowest volume, assuming that the more faded a stream is the lower its
volume.
Together, this should fix some abrupt music changes at the watchman's hut,
where it would sometimes start two music streams in rapid succession.
svn-id: r12372
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svn-id: r12360
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nicely shown by the fact that now all member vars of AnimationState are private)
svn-id: r12359
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animation state so that it can be deleted in doneAnimation().
svn-id: r12358
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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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minor cleanups. (Mostly spacing and indentation).
Unfortunately the Ogg Vorbis playback causes ScummVM to crash for me, so I
can't say for certain that I didn't break anything.
svn-id: r12356
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is quite Cish, though :-)
svn-id: r12351
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Fix compile on mingw
svn-id: r12350
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svn-id: r12348
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- fix for compilation at MAX, at include types
- changed to our types
svn-id: r12344
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svn-id: r12342
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Pre-converted cutscenes w/ palette files available - ask LeChuck about Cutscenes :)
svn-id: r12338
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same amount of time. I don't think the original did this, but it turned out
to be pretty easy.
svn-id: r12334
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svn-id: r12322
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svn-id: r12311
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svn-id: r12309
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svn-id: r12282
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svn-id: r12279
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svn-id: r12273
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width or height was 0), and use consistent naming for clip rect parameters.
svn-id: r12272
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hackish...
svn-id: r12247
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deleted.
svn-id: r12211
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engine can be properly deleted first. Apart from being the nice thing to
do, this should make it easier to Valgrind for memory leaks.
svn-id: r12184
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svn-id: r12181
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some other cleanups. (This was a regression caused by the less stupid
screen updates implemented recently.)
svn-id: r12180
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difference, as they contain only 32-bit integers, but I also believe it
does no harm.
svn-id: r12159
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overlapping.
Enabled some sanity-checking code.
Fixed clearWalkGridList() so that it clears the entire walk grid list. That
was a really stupid bug of mine, and I hope it had at least some bearing on
the rare (for me, at least) walk problems I've seen.
svn-id: r12154
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svn-id: r12153
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svn-id: r12152
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lasted longer than the text. Now the text lasts longer than the music.
svn-id: r12151
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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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svn-id: r12141
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svn-id: r12140
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it (this way all engines get it for free, allows further cleanup); removed some useless/duplicate member vars in SwordEngine
svn-id: r12134
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svn-id: r12116
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svn-id: r12115
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character was walking. (I had missed a case where pointers were cast to
integers.)
svn-id: r12113
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the missing file may be the one with the resource for the global variables.
svn-id: r12112
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svn-id: r12110
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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
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svn-id: r12069
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to have the credits.bmp file, though if you don't you won't see the
"Smacker" logo. (Whether or not this is a feature is open to debate.)
Happy New Year!
svn-id: r12062
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svn-id: r12056
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