6282 Commits

Author SHA1 Message Date
Jonathan Gray
5825a28330 properly close down when playing demo
svn-id: r9921
2003-08-30 15:21:51 +00:00
Torbjörn Andersson
23ba54ec92 Fixed sprite clipping issues, I hope.
svn-id: r9920
2003-08-30 10:23:40 +00:00
Travis Howell
144b9ed71c Alter last commit, since looping would never be stopped on Mac version.
svn-id: r9919
2003-08-30 09:42:29 +00:00
Travis Howell
5fe5bd2e0d *** empty log message ***
svn-id: r9918
2003-08-30 09:15:10 +00:00
Travis Howell
21814137c2 indy3ega [mac] use same sound effects format as indy3ega [amiga]
svn-id: r9917
2003-08-30 09:12:45 +00:00
Travis Howell
f76725b38f Update comment
svn-id: r9916
2003-08-30 08:03:01 +00:00
Jamieson Christian
8a4eaa51f0 Feature Request [778833] '-F' not documented
Added -F and --fullscreen to the ScummVM
--help output. These were added to the README
already as part of the fix for Bug [779013].

svn-id: r9915
2003-08-30 03:34:46 +00:00
Jamieson Christian
cf3de3784b Fixed bad AND operator. May invalidate savegames from the last 24 hours
svn-id: r9914
2003-08-30 02:38:39 +00:00
Travis Howell
f2e8033edc Adjust music timer for game with no music support.
svn-id: r9913
2003-08-30 01:32:32 +00:00
Travis Howell
ae183c8c8c Opcode change to load/save screen in original loom
svn-id: r9912
2003-08-29 15:06:00 +00:00
Travis Howell
a917313307 Adjust music timer
svn-id: r9911
2003-08-29 09:01:19 +00:00
Chris Apers
5f8630d41b Memory leak
svn-id: r9910
2003-08-29 08:04:54 +00:00
Jonathan Gray
ea1cd18354 fix dottdemo by checking that room exists before trying to set a custom cursor from it, fixes bug #796971
svn-id: r9909
2003-08-29 07:57:20 +00:00
Travis Howell
ef4fdd03f0 My last commit was wrong, this is correct solution.
svn-id: r9908
2003-08-29 07:07:55 +00:00
Travis Howell
bed0061362 Fix verbs been shown in cutscenes in v1-v2 games if loading/saving during cutscene.
svn-id: r9907
2003-08-29 06:53:00 +00:00
Torbjörn Andersson
fb060c6cbd Disabled debug output. (I really need to get the debug message level to
work for BS2! :-)

svn-id: r9906
2003-08-29 06:46:52 +00:00
Travis Howell
33f9cb35a3 Change zak room color remapping, so it work correctly after load/save in room with remapped colors.
svn-id: r9905
2003-08-29 06:46:12 +00:00
Torbjörn Andersson
ed698cb635 Added some code to stop producing interpolation frames if the scene has
already reached its scroll target. This keeps BS2 from using all available
CPU time all of the time.

It may still be that we need a mechanism for throttling the frame rate when
the scene is moving towards a scroll target, but my computer isn't really
fast enough to test that.

Two other bugs fixed in the process:

* I think the last frame of the render cycle was rendered, but not
  displayed. If so, that should be fixed now.

* I discovered that there are cases where we do need to clear the screen
  (e.g. at the "Meanwhile..." message when George has found out about the
  Glease Gallery), so I've re-enabled the function and disabled it in the
  render cycle.

svn-id: r9904
2003-08-29 06:42:34 +00:00
Torbjörn Andersson
d900ea66bd Cleanup.
svn-id: r9903
2003-08-29 06:19:34 +00:00
Travis Howell
f1d9afc56a Only needed for versions 1 - 4
svn-id: r9902
2003-08-29 04:08:48 +00:00
Jamieson Christian
5507d75228 Replaced VER_V* notation for savegames with
a simple number. So that it's still obvious
that the number refers to version, a VER()
macro does nothing to the number but makes
it obvious what the number is for. This
has the exact same effect as the enum that
was going to get more and more lengthy
as the savegame version evolved.

svn-id: r9901
2003-08-29 04:05:23 +00:00
Jamieson Christian
20aaf3c365 Added _roomPalette to savegame.
Savegame version now at 21.

svn-id: r9900
2003-08-29 03:54:47 +00:00
Jamieson Christian
cec02390ed Fix for bug [770687] MI1: palette effect missing
Added support for CC resources in small-header
games. Right now this is enabled for monkeyvga
only. loomcd has CC resources but they don't
make any sense, and the game doesn't use palette
effects anyway.

svn-id: r9899
2003-08-29 03:35:15 +00:00
Jonathan Gray
e32f17d803 don't try to read objectRoomTable for HEv7 games right now
svn-id: r9898
2003-08-29 02:45:38 +00:00
Jonathan Gray
176803cb90 make the 2nd gen windows based humongous games that have things like a different layout in the MAXS block at least start the bootscript, added pjs-demo target to test with
svn-id: r9897
2003-08-29 02:39:05 +00:00
Oliver Kiehl
2a89cd9c9d fix killLastWord
svn-id: r9896
2003-08-28 19:46:52 +00:00
Max Horn
898bbc85d0 double cursor animation speed (see bug #757191)
svn-id: r9895
2003-08-28 19:20:30 +00:00
Jonathan Gray
876fe0ac8a add readINI stub (a HEv7 op)
svn-id: r9894
2003-08-28 15:23:23 +00:00
Jonathan Gray
62f94f15be clean up humongous v7 index file block handling
svn-id: r9893
2003-08-28 14:25:29 +00:00
Torbjörn Andersson
259fb42459 I forgot to commit this file earlier. (It's only a FIXME comment anyway.)
svn-id: r9892
2003-08-28 12:26:28 +00:00
Travis Howell
b8d5342f34 Remove junk
svn-id: r9891
2003-08-28 12:23:35 +00:00
Travis Howell
cf4ae4097f Update warnings in mingw makefile.
Add hack to allow nosubtitles in loomcd (Only once game has started)
Revert _roomPalette changes for 256 colors games, caused problems in loomcd, I'm not sure the older 256 color needs these changes.

svn-id: r9890
2003-08-28 12:21:35 +00:00
Jonathan Gray
0a7dd227b8 revert previous broken commit which didn't logically make sense as it was checking for negative on an unsigned number, and would have broken several things if it compiled
svn-id: r9889
2003-08-28 10:10:32 +00:00
Travis Howell
906c7818ec Fix regression that caused subtitles to always be shown in loomcd
svn-id: r9888
2003-08-28 10:00:49 +00:00
Travis Howell
6071e79dce Leave small_header color cycle resource disabled for now, since it needs additioal support.
svn-id: r9887
2003-08-28 06:38:03 +00:00
Torbjörn Andersson
f7ce39763e Removed the Surface class in favor of small struct specially made for the
block surfaces. (A block surface is a 64x64 tile of a parallax layer.)

I've also done a few things to try and optimize the drawing:

* The back buffer is no longer cleared between frames. This may cause
  regressions, but I do believe that the entire picture area is always
  completely re-rendered for each frame.

  As a result of this, the menu code is now responsible for clearing the
  icon areas itself.

* A few unnecessary copy_rect() calls were commented out in favor of one
  big copy_rect() in ServiceWindows().

* Completely opaque block surfaces are copied with memcpy(), one line at a
  time.

Unless we manage to add intelligent screen redrawing, I don't think it will
get that much faster than this, though there is some unnecessary data
copying in DrawSprite() that could be removed.

And the game is still a terrible CPU hog. I believe the animation runs at
approximately 12 fps. If there's still time left, it will pump out further
frames to get smooth scrolling. We ought to put a cap on that, and if it
has already reached the scroll target it should sleep for the rest of the
render cycle.

svn-id: r9886
2003-08-28 06:36:15 +00:00
Torbjörn Andersson
76df5a2733 Cleanup
svn-id: r9885
2003-08-28 06:14:46 +00:00
Torbjörn Andersson
aab8d69078 Fixed format string error.
svn-id: r9884
2003-08-28 06:13:59 +00:00
Travis Howell
cde3b3dc6d Load older Color Cycling resource.
Still need to work out resource differences

svn-id: r9883
2003-08-28 01:10:36 +00:00
Travis Howell
4424687bb7 V1 games are now supported
svn-id: r9882
2003-08-27 16:12:45 +00:00
Travis Howell
221253b998 Force redraw so copy protection screen in monkeyega/vga is shown correctly.
svn-id: r9881
2003-08-27 15:13:04 +00:00
Torbjörn Andersson
9154abefa9 Add code to check for game-specific scaler and fullscreen settings, like we
do for the other game engines.

svn-id: r9880
2003-08-27 13:31:47 +00:00
Torbjörn Andersson
0119d6d642 Added code for smoothing upscaled sprites (for the highest detail setting).
I don't know if I got it right - the result doesn't look that great to me -
but at least the infrastructure is there.

This, I think, marks the point where BS2 graphics is pretty much done. Some
functions haven't been unstubbed yet, but I believe they're used for
debugging and/or profiling. I'm not sure they're worth the trouble.

Of course, there is still testing and clean-ups to make. For instance, I'd
like DrawSprite() to use malloc() a bit less.

svn-id: r9879
2003-08-27 07:17:12 +00:00
Torbjörn Andersson
1ebb3cb742 Unstubbed DimPalette() (used when pausing the game) and re-indented the
code to be more in line with the ScummVM coding style.

svn-id: r9878
2003-08-27 07:01:05 +00:00
Travis Howell
5f5b9c1e0c Ooops
svn-id: r9877
2003-08-27 06:56:54 +00:00
Travis Howell
48606fc1aa Update news
svn-id: r9876
2003-08-27 06:49:01 +00:00
Jonathan Gray
8b91af78db use file class for speech so people with clusters in different directories get to hear sound as well
svn-id: r9875
2003-08-27 06:32:42 +00:00
Travis Howell
e37c930533 Add change ot fix pallete issue in 256 color small_header games
svn-id: r9874
2003-08-27 03:54:50 +00:00
Travis Howell
06d07054c3 Fix room palette issues in small_header games.
Fix is only for EGA games so far.

svn-id: r9873
2003-08-27 01:12:18 +00:00
Joost Peters
6969357505 errr. this shouldn't have been committed
svn-id: r9872
2003-08-27 00:48:55 +00:00