Filippos Karapetis
dbbcf64187
ZVISION: Use the search manager to open files in console commands
2014-12-25 21:17:47 +02:00
Filippos Karapetis
06fbca1e81
ZVISION: Remove dead code
2014-12-25 20:10:24 +02:00
Filippos Karapetis
36c851d0e4
ZVISION: Fix frame rate for RLF videos and remove hack in AnimationNode
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_frameTime refers to msec, not ticks
2014-12-25 16:22:36 +02:00
Filippos Karapetis
5535cb02fc
ZVISION: Resolve some TODOs
2014-12-25 15:14:59 +02:00
Filippos Karapetis
319323c668
ZVISION: Document some of the ActionRegion effects
2014-12-25 15:09:46 +02:00
Martin Kiewitz
381b7592a4
SCI: actor file format, add debug code kPortrait
2014-12-25 00:31:17 +01:00
Filippos Karapetis
fa2d8d927b
ZVISION: Plug more memory leaks
2014-12-24 23:27:03 +02:00
Filippos Karapetis
75d78c71cc
ZVISION: Plug another memory leak. Some cleanup
2014-12-24 23:18:01 +02:00
Filippos Karapetis
5f8418394b
ZVISION: Set all the internal graphics operations to use RGB555 (2/2)
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This is the second part of the changes to make the engine use RGB555
internally again. This is done to simplify the rendering pipeline -
the engine will use RGB555 internally, but will output to RGB565.
The overall changes have been broken into two commits, with this
commit finishing all the changes.
This is needed, as the game uses RGB555 graphics internally, but
its AVI animations (full screen and in-game) use RGB565
2014-12-24 22:56:56 +02:00
Filippos Karapetis
e8e21fabe4
ZVISION: Set all the internal graphics operations to use RGB555 (1/2)
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This is the first part of the changes to make the engine use RGB555
internally again. This is done to simplify the rendering pipeline -
the engine will use RGB555 internally, but will output to RGB565.
The overall changes have been broken into two commits, thus this
first commit will break all the game colors
2014-12-24 22:56:55 +02:00
Filippos Karapetis
84341a889c
ZVISION: Let the cursor manager do pixel format conversion for cursors
2014-12-24 22:56:55 +02:00
Filippos Karapetis
1bc9b13357
ZVISION: Introduce pixel formats for resources (555) and screen (565)
2014-12-24 22:56:55 +02:00
Filippos Karapetis
de2c9ed5bf
ZVISION: Disable unused code
2014-12-24 22:56:54 +02:00
Filippos Karapetis
16e208318c
ZVISION: Plug a memory leak
2014-12-24 22:56:54 +02:00
Martin Kiewitz
11d3227796
SCI: fix typo in comment for LSL3/German
2014-12-24 20:20:39 +01:00
Martin Kiewitz
970116bc38
SCI: added LSL3/German 5 1/4" floppy version
2014-12-24 20:15:57 +01:00
Matthew Hoops
59cd015fc9
SCI: Silence a gcc warning
2014-12-24 10:38:28 -05:00
Matthew Hoops
bed532587b
VIDEO: Fix check to see if the frame rate is a whole number
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Thanks to Marisa-Chan for spotting
2014-12-24 10:38:28 -05:00
Filippos Karapetis
702adaf9f8
ZVISION: Remove duplicate code
2014-12-24 14:04:56 +02:00
Filippos Karapetis
c93776e1e0
ZVISION: Remove dead code
2014-12-24 13:55:49 +02:00
Filippos Karapetis
9948d3ca16
ZVISION: Add a hack to set the correct frame delay for RLF videos
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Also, use Common::Rational to avoid using floating point math
2014-12-24 06:13:49 +02:00
Filippos Karapetis
6afeec1295
ZVISION: Handle animation rewinding outside the RLF encoder
2014-12-23 21:55:42 +02:00
Filippos Karapetis
6edc16b686
ZVISION: Spacing
2014-12-23 21:54:53 +02:00
Filippos Karapetis
78ba3e3246
ZVISION: Add error checking when loading in-game animations and videos
2014-12-23 21:46:20 +02:00
Filippos Karapetis
e8cc098cd4
ZVISION: Limit the engine delay, even when a custom frame rate is set
2014-12-23 11:54:39 +02:00
Filippos Karapetis
490382098e
ZVISION: Disable more unused code
2014-12-23 11:06:39 +02:00
Filippos Karapetis
9f1fd0dbff
ZVISION: Disable unused code
2014-12-23 11:03:57 +02:00
Adrian Astley
40bd4c485f
ZVISION: Clamp the rotation velocity to never be zero
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Before, if we set the in-game preferences to have very low rotation speed,
the velocity ends up always being 0 - 0.99
Hence, when we convert back to an int, everything gets truncated to zero.
Therefore, we clamp, in order to ensure the user can always move, no matter
which setting they use.
2014-12-23 00:39:25 -06:00
Adrian Astley
6548300a41
ZVISION: Use Common::Rational to simplify fixed point math
2014-12-23 00:39:20 -06:00
Adrian Astley
11cb47e897
ZVISION: Remove unnecessary math
2014-12-23 00:39:15 -06:00
Filippos Karapetis
99073f9b57
ZVISION: Fix some buffer overruns with the usage of sscanf()
2014-12-23 02:20:17 +02:00
Filippos Karapetis
7aeeeabba9
ZVISION: Add a comment about the special 0xCCCC character
2014-12-23 01:57:37 +02:00
Filippos Karapetis
15154641ac
ZVISION: Move all of the text related code together
2014-12-23 01:53:40 +02:00
Filippos Karapetis
6a53c7cac1
ZVISION: Ignore the special 0xCCCC character in subtitles
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This seems to be used as a newline character
2014-12-23 01:45:44 +02:00
Filippos Karapetis
7827dbd354
Merge pull request #552 from pinotree/reduce-maxpathlen
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Reduce MAXPATHLEN usage
2014-12-23 00:41:34 +02:00
Pino Toscano
f29b3658b0
AGI: use shorter sizes for buffers
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Instead of allocate them with MAXPATHLEN as size, just give them the
size for the data that are going to be written on them.
2014-12-22 23:10:31 +01:00
Pino Toscano
e8fd25e22f
DRASCULA: use Common::String::format when possible
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Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer.
2014-12-22 23:10:31 +01:00
Pino Toscano
cfd00ad6af
AGI: use Common::String::format when possible
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Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer.
2014-12-22 23:10:31 +01:00
Filippos Karapetis
eb4645cda8
ZVISION: Spacing
2014-12-23 00:10:12 +02:00
Filippos Karapetis
9bc0686e60
ZVISION: Remove leftover warning
2014-12-23 00:09:18 +02:00
Filippos Karapetis
fb924089fc
ZVISION: Avoid using color masks for in-game animations
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This fixes the transparency for some in-game animations. Since colors
can be truncated with color masks, and since accurate colors are
required for transparency, color masks can't be used. This fixes the
transparency of the in-game item examination interface in ZGI
2014-12-23 00:07:45 +02:00
Filippos Karapetis
3f36cc94e4
ZVISION: Limit the default engine delay for all animations
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This fixes the lag between frames for all in-game animations
with a default frame delay
2014-12-23 00:07:45 +02:00
Filippos Karapetis
4e60fa705f
ZVISION: Fix regression from commit 3806aa4418
2014-12-23 00:07:44 +02:00
Filippos Karapetis
58f7c12fa9
ZVISION: Remove dead code
2014-12-23 00:07:44 +02:00
Strangerke
d1bc69426e
ACCESS: Move variable from Room manager to local function
2014-12-22 19:41:40 +01:00
Strangerke
fc9595efdc
ACCESS: Remove an unused variable in Animation manager
2014-12-22 19:16:11 +01:00
Strangerke
04bc635dc7
ACCESS: Remove a couple of unused variables in CharManager
2014-12-22 19:06:56 +01:00
Fedor
b0250e72d8
VIDEO: Mark TheoraDecoder as used by pegasus
2014-12-22 12:14:18 -05:00
Filippos Karapetis
b51852c641
ZVISION: Error out when the game string file isn't found
2014-12-22 02:58:18 +02:00
Filippos Karapetis
f364756bcf
ZVISION: Add support for GNU Freefont fonts. Also, cleanup font loading
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The Freefont fonts can just be dropped into the extras ScummVM folder,
to get the game working under non-Windows systems
2014-12-22 02:52:55 +02:00