44677 Commits

Author SHA1 Message Date
Littleboy
20681c21dc GIT: Ignore Code::Blocks project files 2011-03-16 00:52:51 -04:00
dhewg
6e4af65be1 ANDROID: Add missing cases to getFeatureState() 2011-03-15 00:06:00 +01:00
dhewg
7b850c18c7 ANDROID: Cleanup 2011-03-15 00:05:59 +01:00
Matthew Hoops
8f40a18146 SCI: Remove a space at the end of a warning 2011-03-14 18:48:43 -04:00
Matthew Hoops
6864a6084d SCI: Fix the screen height of SQ1 Mac 2011-03-14 18:48:43 -04:00
sylvaintv
0a983e1df5 TOON: Fix more dirty rect issues
Especially not refreshing pictures when viewing
inventory items and corrupted last line of the screen.
2011-03-14 23:28:15 +01:00
Willem Jan Palenstijn
c1cdc49ac5 SCI: Add code to enumerate shadowed selectors
If an object defines more variables than its base class, some method
selectors may be hidden. This code tries to enumerate the affected
selectors. It may be useful for mass-scanning objects using
'find_callk Dummy'.

It's disabled by default currently since it does things to partially
uninitialized objects that I can't guarantee are 100% safe at this
point.
2011-03-14 20:34:16 +01:00
md5
4c5950dff2 SCI: Fixed find_callk
Create a custom segment manager within find_callk, so that the game's
segment manager won't be affected by loading and unloading scripts in there
2011-03-14 21:33:07 +02:00
dhewg
9e7ee4953e ANDROID: Halve the audio buffer size
Also, run into the blocking audio write without sleep. This hopefully
fixes audio hickups on slow devices.
2011-03-14 20:26:35 +01:00
dhewg
f706b1568d ANDROID: Cleanup
Removed not required checks since we now buffer texture contents
2011-03-14 20:10:41 +01:00
dhewg
d060b597c3 ANDROID: Fade out the game screen when the overlay is visible 2011-03-14 19:35:36 +01:00
dhewg
6389e70e45 ANDROID: Remove clearBuffer()
Not required. Why did i add that again?
2011-03-14 19:35:36 +01:00
dhewg
5b94159f40 ANDROID: Clear fake palette after allocating
Gets rid of funky gfx artifacts on the overlay
2011-03-14 19:35:36 +01:00
dhewg
f587b6ee04 ANDROID: Implement grabOverlay() 2011-03-14 19:35:36 +01:00
dhewg
e1575e57f8 ANDROID: Extend clearScreen to take care of all cases
Hopefully that'll help me to not forget about the double buffering.
This fixes some gfx leftovers when not running games in fullscreen
mode.
2011-03-14 19:35:35 +01:00
dhewg
57635fe75c ANDROID: Update screen rects on surface changes
Fixes regression introduced with 4267011e
2011-03-14 19:35:35 +01:00
md5
ca1f9a075f SCI: Got rid of VERIFY() and removed some newlines in error messages 2011-03-14 20:00:26 +02:00
md5
75319afbfd SCI: Ignore some more leftovers scripts in the find_callk console command 2011-03-14 19:59:30 +02:00
md5
58498dca8e SCI: Removed obsolete comment about kDoBresen() 2011-03-14 13:15:00 +02:00
Matthew Hoops
0b9e6675ef SCI: Add workaround for a QFG1 VGA Mac kFormat bug
Also, fix the kernel signature for kFormat to require two parameters
2011-03-13 22:01:41 -04:00
dhewg
4b6e5e7b06 ANDROID: Clip mouse coordinates 2011-03-13 23:45:52 +01:00
dhewg
f82121d2a2 ANDROID: Don't merge mouse move events
Breaks more than it solves
2011-03-13 23:31:07 +01:00
dhewg
ecd265b539 ANDROID: Center mouse on overlay visibility changes 2011-03-13 23:31:04 +01:00
dhewg
df9167c6b3 ANDROID: Add graphics mode for linear filtering 2011-03-13 23:30:17 +01:00
dhewg
c63c2a9e59 ANDROID: Fix texture clear color 2011-03-13 23:30:17 +01:00
dhewg
2dd669d808 ANDROID: Remove leftover TODO
Resolved with a93229c and 2721e28
2011-03-13 23:30:17 +01:00
dhewg
79d991081d ANDROID: Add support for video feature flags
kFeatureFullscreenMode and kFeatureAspectRatioCorrection are supported
now. The former prevents scaling to the full display - it scales one
axis and keeps the game AR.
2011-03-13 23:30:16 +01:00
dhewg
4267011e3a ANDROID: Some texture convinience functions 2011-03-13 23:30:15 +01:00
sylvaintv
3964ce8123 TOON: Add more dirtyRect checks 2011-03-13 23:11:47 +01:00
md5
9e1245c420 SCI: Fixed version and scene transitions for SCI1 Mac games 2011-03-13 23:50:40 +02:00
md5
fd2c39591f SCI: Fixed the flashing icon bar in the Mac version of Castle of Dr. Brain
Thanks to waltervn for his work and help on this
2011-03-13 23:34:08 +02:00
md5
d7c8ed0f5d SCI: Cleanup 2011-03-13 23:34:06 +02:00
md5
5a7c2e0df5 SCI: Fixed regression of rev b1055a3c86. Japanese games should work again 2011-03-13 23:34:05 +02:00
Willem Jan Palenstijn
0360b4ac95 SCI: Add reference to related bug to comment 2011-03-13 18:28:01 +01:00
dhewg
787b27a4b1 ANDROID: Add missing updateScreen() calls 2011-03-13 16:50:48 +01:00
dhewg
fa51d82639 ANDROID: Prevent unnecessary reallocs 2011-03-13 16:50:48 +01:00
dhewg
2721e287e5 ANDROID: Buffer 16bit texture contents
Same issue as in the last commit: glTexSubImage2D is slow, so cache
all copyRect*() calls in a buffer, and update the dirty rect once
when drawing. Reduces CPU usage on 16bit games significantly.
Also, lockScreen() returns now pixel data for non-CLUT8 games instead
of asserting.
2011-03-13 16:50:47 +01:00
dhewg
a93229cae5 ANDROID: Don't use compressed textures for the game screen
Some GLES drivers suck so much that uploading data to the GPU takes
ages. CLUT8 games now use a faked paletted texture, which internally
uses a RGB565 hardware texture (Android's native pixel format).
This seems to be the only way to efficiently implement constant
changing textures with GLES1 - at the cost of extra buffers.
Then again, we can now use glTexSubImage2D to only update the dirty
rects, which wasn't possible before because glCompressedTexSubImage2D
is only usable on GLES2. This commit does exactly that.
Overall, the CPU usage is massively reduced for CLUT8 games.
2011-03-13 16:50:43 +01:00
Willem Jan Palenstijn
5b820cee64 SCI: Restore full object state after collision in DoBresen
This makes the workaround for the hang in the Colonel's Bequest
shower scene (bug #3122075) unnecessary.
2011-03-13 14:48:38 +01:00
dhewg
40333617ee SWORD1: Don't set the same cursor on every frame
Removes unnecessary overhead on the backend when the cursor has just
one frame.
2011-03-13 08:24:19 +01:00
md5
1566ef32b6 SCI: Added another version of QFG1 / Hero's Quest (bug #3206006) 2011-03-13 04:19:44 +02:00
Willem Jan Palenstijn
8918d5e66c SCI: Fix warning 2011-03-13 00:27:28 +01:00
Willem Jan Palenstijn
6fe95780d3 SCI: Continue disasm until no jumps go past the current opcode
This should ensure disasm will disassemble an entire function, and
not stop at an intermediate ret opcode.
2011-03-12 23:46:32 +01:00
md5
fa10ee66e4 SCI: Added proper fix for bug #3048054 - "LONGBOW: crash when opening hand code"
This was caused by a buggy script, most probably the result of an
incorrect copy/paste while processing the original script. Fixed with a
script patch.
2011-03-12 23:48:56 +02:00
md5
5dce3235e9 SCI: Some changes to the "dissassemble" command
Fixed a bug (the "bwt" and "bc" options were inversed) and added the
ability to skip a defined number of ret calls, useful when a function
continues after a ret call
2011-03-12 23:45:36 +02:00
md5
0bc9db7872 SCI: Added automatic detection for several selectors
This ensures that these selectors will be detected regardless of the game
ID, when they're missing
2011-03-12 18:33:32 +02:00
dhewg
429b091ed1 ANDROID: Convinience make target for testing 2011-03-12 09:36:23 +01:00
dhewg
0cdaff65c1 ANDROID: Use 16bit pixel formats on CLUT8 textures
This reduces the CPU usage on 640x480 games by ~5% on my droid when
reuploading the textures to the GPU
2011-03-12 09:36:23 +01:00
dhewg
caf21a357b ANDROID: Cleanup 2011-03-12 09:36:22 +01:00
dhewg
2259f922f8 ANDROID: Remove redundant variable 2011-03-12 09:36:22 +01:00