Commit Graph
86814 Commits
Author SHA1 Message Date
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