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
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
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
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
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
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
only uploaded to the backend if fadeNow == RDPAL_INSTANT. Otherwise, assume
that FadeServer() will do it for us, eventually.
I think this is the correct behaviour, and it prevents the bug where the
unfaded room image might flash by briefly when moving the mouse while
changing rooms.
svn-id: r9868
sprites are drawn, but I think that's how it should be.
1: No bells or whistles.
2: This setting adds sprite blending, e.g. the smoke at the docks or the
display cases at the Glease Gallery.
3: This setting adds light map support, e.g. when walking under the shack
at the docks.
4: This setting adds better scaling algorithms.
The first three settings should work fine now. In fact, the third setting
is what we used to implement. The fourth setting still needs work and
testing. I've added code for downscaling case, but frankly I'm not
convinced the result is any better than with the simpler scaler. I usually
can't even tell the difference.
Of course, my translation of the original code could very well be buggy.
svn-id: r9867