Age | Commit message (Collapse) | Author |
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svn-id: r13354
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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
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svn-id: r13286
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should only check if the music is fading, not in which direction. (Also
made a minor cleanup.)
svn-id: r13235
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svn-id: r13180
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the game starts. (I know it could look prettier, but I don't have much to
work with here...)
svn-id: r13178
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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
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svn-id: r13118
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svn-id: r13107
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Prevent false warnings in demo.
svn-id: r13102
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NewGuiColor to OverlayColor; fixed some calls to error() in the SDL backend
svn-id: r13087
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OSystem API is not yet finished); porters will have to fix their ports to get them to compile again
svn-id: r13036
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svn-id: r12996
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svn-id: r12984
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svn-id: r12974
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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
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svn-id: r12907
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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
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Tremor crashes for no specific reason (help appreciated :p) here
svn-id: r12837
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This fixes bug #880484 for me, but may need some fine-tuning.
svn-id: r12830
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svn-id: r12773
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svn-id: r12761
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svn-id: r12739
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svn-id: r12722
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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
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exe size (in this case, 16 MB...)
svn-id: r12678
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again, folks. maybe add a 'video' global module or so...)
svn-id: r12676
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actually do; applied patch #886786 which corrects a bug in the balance code
svn-id: r12665
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svn-id: r12575
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cutscene playback.
svn-id: r12536
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svn-id: r12506
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svn-id: r12504
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svn-id: r12498
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we can make an exception for removing self-described hacks and utterly
misleading comments? :-)
svn-id: r12497
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svn-id: r12474
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svn-id: r12465
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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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