Age | Commit message (Collapse) | Author |
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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
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svn-id: r13385
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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
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svn-id: r13365
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svn-id: r13361
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extremely grateful that the BS1 and BS2 cutscene players are finally
sharing at least some of their code now.)
svn-id: r13360
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svn-id: r13359
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start)
svn-id: r13358
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svn-id: r13357
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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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