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
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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
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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
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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
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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()
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Not required. Why did i add that again?
2011-03-14 19:35:36 +01:00
dhewg
5b94159f40
ANDROID: Clear fake palette after allocating
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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
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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
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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
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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
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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
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Resolved with a93229c and 2721e28
2011-03-13 23:30:17 +01:00
dhewg
79d991081d
ANDROID: Add support for video feature flags
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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
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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
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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
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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
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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
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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
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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"
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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
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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
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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
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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