Paul Gilbert
a93177e0b3
XEEN: Fix for correct line offsets in sprite drawing
2014-12-26 21:10:02 +11:00
Filippos Karapetis
4258750f50
ZVISION: Rename _halveDelay to _doubleFPS, to match its config setting
2014-12-26 12:07:21 +02:00
Filippos Karapetis
2350eca546
ZVISION: Remove some unused actions. Cleanup
2014-12-26 12:04:21 +02:00
Paul Gilbert
cadb7176bc
XEEN: Fix error in vertMerge
2014-12-26 18:57:58 +11:00
Paul Gilbert
1a6dd88713
XEEN: Fix error in vertMerge
2014-12-26 18:50:14 +11:00
Paul Gilbert
d213db3dc1
XEEN: Converted SpriteResource to decoding sprite frames on the fly
2014-12-26 18:31:05 +11:00
Paul Gilbert
4f423c74b7
XEEN: Implement beginnings of Dark Side intro and supporting methods
2014-12-26 14:37:20 +11:00
Paul Gilbert
1249bc03fd
XEEN: Implemented horizontal and vertical page merging
2014-12-26 13:10:30 +11:00
Filippos Karapetis
e4b2913e4a
ZVISION: Reorder the detection entries
2014-12-26 04:05:48 +02:00
Filippos Karapetis
4d0ebfaa22
ZVISION: Move the save manager together with the other file classes
2014-12-26 04:03:20 +02:00
Filippos Karapetis
00a252fdc5
ZVISION: Slight cleanup
2014-12-26 03:58:37 +02:00
Paul Gilbert
42afa00392
XEEN: Initial implementation of sprite resource class
2014-12-26 10:05:51 +11:00
Filippos Karapetis
3661bc4cf1
ZVISION: Normalize and cleanup all the menu-related enums
2014-12-25 22:11:29 +02:00
Filippos Karapetis
6368a6ea91
ZVISION: Move the menu code together with the other scripting code
2014-12-25 22:00:55 +02:00
Filippos Karapetis
6c451c9cf4
ZVISION: Document where MIDI commands are used
2014-12-25 21:48:59 +02:00
Filippos Karapetis
11cf9b53ba
ZVISION: Remove dead code, and fix bad usage of assert()
...
Since some compilers, like MSVC, strip out asserts in non-debug builds,
it's a bad idea to perform active commands within assert() statements.
In this particular case, the engine would attempt to open a file in an
assert statement
2014-12-25 21:19:19 +02:00
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
...
_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
Paul Gilbert
4e05f36abd
XEEN: Add XSurface base class and Screen dirty rect code
2014-12-25 20:56:35 +11:00
Paul Gilbert
a933e661a9
XEEN: Added skeleton events manager and screen class
2014-12-25 19:29:38 +11:00
Paul Gilbert
a8da12bbe4
XEEN: Added skeletons for Clouds, Dark Side, and World of Xeen engines
2014-12-25 17:02:51 +11:00
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)
...
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)
...
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
...
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
...
Also, use Common::Rational to avoid using floating point math
2014-12-24 06:13:49 +02:00
Paul Gilbert
977a25ec35
XEEN: Implemented resource manager
2014-12-24 09:58:47 +11:00
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
...
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