Commit Graph
38 Commits
Author SHA1 Message Date
Colin Snover 2e061d95c5 COMMON: Move VER macro for serializer into common code 2018-01-31 17:58:01 +01:00
Colin Snover 9916b26383 SCUMM: Replace UB-triggering serialization code with Common::Serializer
Fixes Trac#10342.
2018-01-31 17:58:01 +01:00
wonst719 e4f845a1a3 SCUMM: Fix text shadow in The DIG Korean. 2014-07-23 16:16:06 +09:00
wonst719 4fc58ff7ee SCUMM: Fix non-Towns CJK text rendering 2014-07-23 13:43:20 +09:00
Johannes Schickel 3847465163 SCUMM: Make GPL headers consistent in themselves. 2014-02-18 02:39:38 +01:00
Johannes Schickel 89abab97e3 JANITORIAL: Remove trailing whitespaces.
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git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
2012-09-26 04:17:55 +02:00
athrxx 0d1d974e14 SCUMM FM-TOWNS: fix regression and cleanup
(LOOM mouse cursor was broken in b1cb88ddc2)
2011-09-17 21:15:44 +02:00
Johannes Schickel 4ea4172cba SCUMM: Implement proper Indy4 Amiga palette handling.
This should fix incorrect text colors in some scenes.
2011-08-26 05:54:47 +02:00
athrxx ed3fe4372a SCUMM: fix regression caused by recent sjis code changes 2011-07-14 00:53:03 +02:00
athrxx f24bac2d0f SCUMM: fix DS compilation 2011-07-09 23:57:51 +02:00
athrxx e3dbae886d SCUMM: Make use of graphics/sjis code for LOOM PCE sjis drawing
Also move font rom loader to graphics/sjis and make the necessary changes there.
2011-07-09 20:07:58 +02:00
athrxx b1cb88ddc2 SCUMM: cleanup sjis font rendering code 2011-07-09 20:07:55 +02:00
strangerke 69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00
Florian Kagerer 206971d16b SCUMM/FM-TOWNS JAPANESE: fix out of bounds text drawing
(could cause invalid memory access in MI1)

svn-id: r54079
2010-11-05 00:36:23 +00:00
Florian Kagerer c841c3fb7c SCUMM/FM-TOWNS: more improvements to japanese font drawing
- made use of LordHotos graphics/sjis code to reduce code duplication
- japanese mode for version 3 and 5 works fine now with few exceptions (some line spacing glitches in MI1 intro etc.)

svn-id: r53554
2010-10-17 13:08:00 +00:00
Florian Kagerer 87b5598720 SCUMM/FM-TOWNS: fix up/down inventory arrows in Indy 4 Japanese
svn-id: r53518
2010-10-15 21:26:05 +00:00
Florian Kagerer b184d7bbdb SCUMM/FM-TOWNS: improve japanese font drawing in SCUMM 3 games
svn-id: r53510
2010-10-15 19:10:18 +00:00
Florian Kagerer 2f86c7a45c SCUMM/FM-TOWNS: start fixing japanese font drawing
svn-id: r53196
2010-10-12 22:17:00 +00:00
Florian Kagerer 5af782c5d2 SCUMM/FM-TOWNS: disable new graphics code in DS port
svn-id: r53033
2010-10-05 19:04:52 +00:00
Florian Kagerer 0d8f4a22ae SCUMM/FM-TOWNS: fix palette and other graphics issues
This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this  dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).

Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.

This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).

Japanese font drawing hasn’t been improved much yet. This will be a separate task.

svn-id: r52966
2010-10-01 19:24:52 +00:00
Travis Howell bb0c765731 Exclude Loom PCE engine specific code, from non-16bit color build.
svn-id: r46080
2009-11-22 11:43:12 +00:00
Travis Howell 1d948f1012 Virtualise drawBits1().
svn-id: r46076
2009-11-22 11:12:26 +00:00
Travis Howell 94e75b8b6d Fix charset palette in PCE version of Loom, based on information from Tobias.
svn-id: r46064
2009-11-22 08:36:14 +00:00
Travis Howell 2d31fc3af8 Add patch for Tobias, for Kanji support in Japanese PCE version of Loom, with minor changes.
svn-id: r46061
2009-11-22 08:20:20 +00:00
Travis Howell dec5406e41 Fix charset display in PCE version of Loom.
svn-id: r45406
2009-10-26 13:22:05 +00:00
Max Horn adaf3ec8b4 SCUMM: Rename _bitDepth to _bytesPerPixel
svn-id: r44336
2009-09-25 09:13:33 +00:00
Torbjörn Andersson 5e5eebf24f Committed my own patch #2278665 ("SCUMM: Font data in old SCUMM games") to get
rid of a few kilobytes of hard-coded font data. (The font data is still there,
but now we only store how the French, German, Italian and Spanish fonts differ
from the English one.)

svn-id: r35056
2008-11-14 14:03:08 +00:00
Eugene Sandulenko 3047e084c1 Fix for bug #1945335: "SCUMM: Invalid charset id can be stored".
Regressions possible.

svn-id: r33552
2008-08-02 22:51:53 +00:00
Jordi Vilalta Prat 38a8aa516e Allow static and dynamic plugins to be used at the same time
svn-id: r31888
2008-05-06 03:00:26 +00:00
Max Horn 218e132e37 Updated legal headers in source files, based on what Pidgin (the IM client formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
2007-05-30 21:56:52 +00:00
Eugene Sandulenko bd67214c96 Improved version of patch to fix bug #1722153: "FT: Error on loading a game saved during a dialogue"
svn-id: r26987
2007-05-28 08:02:10 +00:00
Gregory Montoir ea3b55a655 removed part of my patch for bug #1662610, CharsetRenderer::getStringHeight() is never used
svn-id: r26821
2007-05-13 02:16:34 +00:00
Gregory Montoir 642fa67da9 Added code for decodeParseString.SO_PRINT_WRAP and rewrote the CHARSET_1 function in order to match the original V8 interpreter. This should fix bugs #1036707 and #1662610 (subtitles word wrapping issues).
svn-id: r26516
2007-04-15 20:36:44 +00:00
Torbjörn Andersson a1a16d1579 Use consistent naming for the preprocessor constants used to guarantee that
header files are only included once. Many of them didn't have a SCUMM prefix
which could have lead to clashes with common header files.

svn-id: r25727
2007-02-19 17:48:19 +00:00
Max Horn 27432a4dc1 Moved some stuff from CharsetRenderer (back) to ScummEngine, added comments
svn-id: r25250
2007-01-28 20:11:31 +00:00
Max Horn b5cbbd705a Added some more const keywords
svn-id: r24330
2006-10-15 02:15:38 +00:00
Max Horn 3f4427b04a Removed CharsetRendererV3::getFontHeight (it was identical to CharsetRendererCommon::getFontHeight)
svn-id: r22311
2006-05-03 16:23:32 +00:00
Max Horn 26ee630756 Moved engines to the new engines/ directory
svn-id: r20582
2006-02-11 22:45:04 +00:00