Age | Commit message (Collapse) | Author |
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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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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
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least the credits text is showing now.
svn-id: r12053
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svn-id: r12052
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will display it, and it's so much more interesting this way. :-)
svn-id: r12051
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svn-id: r12017
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checking the GF_DEMO flag. (There's still one "unnecessary" reference to
GF_DEMO in functions.cpp, but I plan on rewriting that function soon so I
don't want to touch it right now.)
svn-id: r12009
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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o Removed SoundMixer::bindToSystem()
o In scumm, replaced _silentMixer, _silentDigitalImuse and _noDigitalSamples by SoundMixer::isReady()
svn-id: r11893
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mainly because people kept (accidentally and sometimes on purpose :-) misusing them
svn-id: r11881
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(not yet done by any detector, but will come with the MD5 detection code)
svn-id: r11811
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svn-id: r11764
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the recent mixer changes made it more audible. Or maybe I just didn't
listen until now.
svn-id: r11763
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few other hitherto harmless bugs, which I've hopefully managed to fix.)
svn-id: r11762
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svn-id: r11756
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svn-id: r11755
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(AudioInputStream subclasses really really should implement readBuffer() for good performance)
svn-id: r11753
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svn-id: r11711
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svn-id: r11707
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svn-id: r11705
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svn-id: r11704
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pointless MusicStream class; removed various specific Channel subclasses and instead generalized the base class some more
svn-id: r11699
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better to do. :-)
svn-id: r11649
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"restart script" opcode. To actually verify this, though, I'd need to find
a case where any other script than script 0 at offset 0 is restarted...
svn-id: r11638
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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
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GameSettings::gameName to name; added temporary experimental MD5 hack
svn-id: r11603
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svn-id: r11581
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previous commit.
svn-id: r11551
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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
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e.g. it's 'C' or 'c' to display the credits, not some random function key.
svn-id: r11549
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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
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svn-id: r11528
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To match original version and other games.
svn-id: r11479
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"nosubtitles", let's change this one as well. Of course, it does break
compatibility with old config files, but I guess the worst that can happen
is that we have an unused "nosubtitles" line in addition to the used
"subtitles" line...
svn-id: r11464
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