RichieSams
b50afa2b15
ZVISION: Remove unused function
2013-09-15 15:00:40 -05:00
RichieSams
2dab04e14b
ZVISION: Do full working window warp instead of image at a time
2013-09-06 22:29:19 -05:00
richiesams
235620750a
ZVISION: Create methods for generating save file names
2013-09-04 00:16:46 -05:00
richiesams
9ea91f5c9c
ZVISION: Convert ZVision singleton accessors to be inline
2013-09-03 23:44:26 -05:00
richiesams
4288c4fa0e
ZVISION: Remove unnecessary pixel format switching from video code
...
This is part of a series of commits converting all game assets to RBG 565 from
RBG 555. The argument is that certain backends do not support RGB 555. AVI
videos are already in RGB 565, so we just need to remove the code that switched
the pixelFormat during videos.
2013-09-24 13:59:38 +02:00
richiesams
7dcfa9ef4c
ZVISION: Call RenderManager::update() before ScriptManager::update()
...
This ensures the background will be rendered before anything from Puzzles or Controls
2013-08-20 11:41:45 -05:00
richiesams
e0937a12cd
ZVISION: Move _cursorManager construction after the folder directories have been registered with SearchMan
2013-08-16 12:17:29 -05:00
richiesams
08a8ab885b
ZVISION: Apply panorama/tilt warping after all images have been rendered to a backbuffer
...
This makes wrapped warping much easier as well as allowing changeLocation offsets to
work properly
2013-08-15 14:15:48 -05:00
richiesams
9b8bad3c83
ZVISION: Add _renderManager::update() to ZEngene::run()
2013-08-14 11:20:23 -05:00
richiesams
85c67e5e2f
ZVISION: Implement ZVISION::getCursorManager()
2013-08-14 11:20:19 -05:00
richiesams
54f16f2539
ZVISION: Create the concept of a working window
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The working window is a Rect centered inside the actual window edges. All in-game
coordinates are in the working window coordinate system. Also, all images in-game
are clipped to the edges of the working window.
2013-08-14 11:20:04 -05:00
richiesams
b9b8207a14
ZVISION: Dispose of .zfs file streams after processing them
2013-08-11 16:44:52 -05:00
richiesams
dd77956819
ZVISION: Move SearchMan directory registration outside ZVision constructor
...
The launcher can do some extra changes within SearchMan after engine constructor.
This makes sure everything is set before registering more directories
2013-08-11 15:08:22 -05:00
richiesams
dd11566ffd
ZVISION: Move the ScriptManager update functions to a single update() function.
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Then make the individual update functions private
2013-08-10 17:28:41 -05:00
richiesams
1b277d34ac
ZVISION: Add class to manage cursors
2013-08-09 18:33:15 -05:00
richiesams
0feac806b2
ZVISION: Add a ZGI folder directory to the SearchMan
2013-08-09 14:51:45 -05:00
richiesams
06e6cb5d1f
ZVISION: Create method for cycling through all the cursors so as to identify them more easily
2013-08-09 14:51:18 -05:00
richiesams
b4b60e1f63
ZVISION: Call _system->updateScreen() every frame
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Otherwise the cursor will not be updated
2013-08-09 12:16:43 -05:00
richiesams
946f98b34d
ZVISION: Fix frame delay calculation being reversed. Also convert to int to ensure proper 0 clamping
2013-08-05 19:07:55 -05:00
richiesams
f2823933b4
ZVISION: Remove extraneous include
2013-08-05 11:56:51 -05:00
richiesams
1d694dcb81
ZVISION: Add support for engine pausing from higher up (GMM, phone call, etc.)
2013-08-05 00:05:25 -05:00
richiesams
ec7036469c
ZVISION: Make _clock a member variable instead of a pointer to the heap
2013-08-05 00:05:14 -05:00
richiesams
7b9858d6b4
ZVISION: Make video code blocking.
...
The script system requires that all ResultAction::execute() block until they finish. The video system *was* 'asyncronous'
in that you would just start a video and then run() would finish processing it. This code forces the video to complely finish
before playVideo returns. The Clock object is used to keep track of deltaTime while the video is playing.
2013-08-04 23:52:31 -05:00
richiesams
f1135292d0
ZVISION: Optimize integer type usages
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The general thought is int is faster than int16 or byte. So if you can afford the
space, use it over int16 or byte. Also, only use int32 when you specifically need
the 32 bits.
2013-08-04 13:32:55 -05:00
Filippos Karapetis
89d8496dba
ZVISION: Add detection entry and directories for ZGI
2013-08-04 13:32:55 -05:00
richiesams
364e9d659c
ZVISION: Force all files to be registered with SearchMan as 'flat'
...
There are 10 file name conflicts as a result, but the conflicts are byte identical.
2013-08-04 13:32:38 -05:00
richiesams
ed44907309
ZVISION: Move rendering logic from ZVision class to RenderManager class
2013-08-04 13:32:34 -05:00
richiesams
9e6b2dfc12
ZVISION: Create member function for creating a panorama look up table
2013-08-04 13:32:33 -05:00
richiesams
4bd95987d2
ZVISION: Convert old code to use RenderManager
2013-08-04 13:32:31 -05:00
richiesams
a30f49b556
ZVISION: Add a game type enum to detection
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This is needed for sound file differentiation
2013-08-04 13:32:19 -05:00
richiesams
8d2bef2936
ZVISION: Create console command for loading sounds
2013-08-04 13:32:16 -05:00
richiesams
ae84e9508e
ZVISION: Add 2x scaling to videos
2013-08-04 13:32:15 -05:00
richiesams
24dc3e1793
ZVISION: Create ScriptManager state handling logic
2013-08-04 13:32:14 -05:00
richiesams
76b2aa33ca
ZVISION: Create/refactor methods for playing video.
...
The pixel format for videos is not the same as for the rest of the game.
(Game: RGB 555, Video: RGB 565)
2013-08-04 13:32:08 -05:00
richiesams
afbcca2187
ZVISION: Move engine width, height, and pixelFormat to const member variables
2013-08-04 13:32:08 -05:00
richiesams
540dde67db
ZVISION: Cleanup dump method from run()
2013-08-04 13:32:02 -05:00
richiesams
4209236994
ZVISION: Create debug console and apply console logic to main loop
2013-08-04 13:32:01 -05:00
richiesams
ebb546c468
ZVISION: Create utility method to dump result action signatures from various .scr files
2013-08-04 13:32:00 -05:00
richiesams
16cc970c9e
ZVISION: Normalize remaining CRLF to LF for the remote
2013-08-04 13:31:58 -05:00
richiesams
187c119e93
ZVISION: Create ResultAction 's for Add and Random.
...
Create class templates for PlayAnimation, PreloadAnimation, and Attenuate
2013-08-04 13:31:57 -05:00
richiesams
1710468121
ZVISION: Fix includes to use new underscore names
2013-08-04 13:31:56 -05:00
richiesams
8d9f90bf12
ZVISION: Create ScriptManager accessor for ZVision
...
Having the ScriptManager as a member variable forced it to be const,
which prevented any non cont methods to be used. Thus, ScriptManager is
created on the heap and disposed after use.
2013-08-04 13:31:54 -05:00
richiesams
ac96b943fa
ZVISION: Create an instance of ScriptManager inside ZVision
2013-08-04 13:31:51 -05:00
richiesams
3283176f6d
ZVISION: Move initialization code from run() and into its own method
2013-08-04 13:31:48 -05:00
richiesams
160d6256f2
ZVISION: Create skeleton engine and move code away from Engine::Run
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The goal is to have Engine::Run as clean as possible. Aka mostly method
calls.
2013-08-04 13:31:43 -05:00
richiesams
179f5de498
ZVISION: Add support for ZFS archive files
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ZfsArchive implements Common::Archive.
2013-08-04 13:31:42 -05:00
richiesams
8ae85892d6
ZVISION: Alter video handling to follow the new video audio track wrapper.
...
Commit 7a49802c01b0c39be4e86335689db8f3359fde68 created an audio track
hook that allows video decoding to use a differnt audio track encoding method
Also, re-normalize line endings
2013-08-04 13:31:41 -05:00
richiesams
0303850bf7
ZVISION: Allow detection to go off inner directory
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Game detection needs to be off an actual resource, but all the resources
are in subdirectories. This updates the code to search for the specific
subdirectory.
2013-08-04 13:30:32 -05:00
richiesams
d0b341e6ca
ZVISION: Create zvision bare structure
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Add zvision base engine to engines/zvision as well as
modify the necessary engine files (configure.engines, etc.)
in order for it to be recognized.
2013-08-04 13:29:44 -05:00