Commit Graph
86814 Commits
Author SHA1 Message Date
dhewg a913d360f2 ANDROID: Clear game texture on initSize()
Gets rid of leftovers
2011-03-04 21:41:55 +01:00
dhewg f639466ab2 ANDROID: Cleanup 2011-03-04 21:36:48 +01:00
dhewg 1b0d4724f4 ANDROID: Fix slightly off while loop
CursorMan allows to push cursors with a width/height of zero. If such a
cursor is restored, we don't need to call glTexSubImage2D() 0xffffffff
times... This fixes delays of multiple minutes when closing GMM
on groovie and sword.
Also, I want that last hour of my life back.
2011-03-04 21:35:30 +01:00
dhewg 12a561f119 GROOVIE: Mark overwritten members as virtual 2011-03-04 21:31:14 +01:00
dhewg 03347a25e1 ANDROID: Reindent manifest 2011-03-04 21:31:13 +01:00
dhewg 62c1c1b821 ANDROID: Remove 'persistent' from the manifest
That's a flag valid only for apps build into the system image
2011-03-04 21:31:13 +01:00
Walter van Niftrik 39902452a2 SCI: Fix reg_t ASCII printing in debugger for BE. 2011-03-04 21:12:00 +01:00
Walter van Niftrik f96e93047a SCI: Use BE string handling for Mac games. 2011-03-04 21:12:00 +01:00
md5 d95b5331fb SCI: Some palette related changes
- Moved palette color count inside the GfxPalette class
- Enabled all of the kPalette subops for 16 color SCI1 games, apart from
the ones for intensity palette animation, and palette resource loading
- Removed isVGA() and isAmiga32color() methods from the resource manager -
they ended up in having inconsistent code
2011-03-04 22:04:13 +02:00
md5 5b9677da72 SCI: Cleaned up some view type checks 2011-03-04 22:04:12 +02:00
md5 bc992d77de SCI: Enable fade transitions for SCI1 EGA games 2011-03-04 22:04:11 +02:00
Willem Jan Palenstijn b40b87fdb5 SCI: Fix flood fill matching in EGA mode
In EGA games a pixel in the framebuffer is only 4 bits. We store a full
byte per pixel to allow undithering, but when comparing pixels for
flood-fill purposes, we should only compare the visible color of a
pixel.

This fixes bug #3078365 in Iceman.
2011-03-04 18:24:46 +01:00
md5 ef939772b3 SCI: Added support for 16/32 color view and picture patches
16 color patches (*.p16 and *.v16) are used in 16 color EGA SCI1 games
32 color patches (*.p32 and *.v32) are used in 32 color Amiga SCI1 games
Removed a workaround for SCI1 EGA (bug #3044500), as that bug has been
fixed already in the view patch. Thanks to waltervn for observing this.
2011-03-04 17:16:54 +02:00
Paul Gilbert d74cc379cc TSAGE: Implemented all the action classes for Scene 2100 2011-03-04 23:46:23 +11:00
md5 fe7d2026b1 SCI: Added a comment for the additional code in kDisplay
This extra code that is responsible for changing text placing has been
found in SCI1 middle (i.e. LSL1VGA) and newer games
2011-03-04 14:37:41 +02:00
md5 6b41673fab SCI: Amiga SCI1 middle games are actually SCI1 late
This fixes a lot of glitches, caused by the differences between the two
versions
2011-03-04 14:27:25 +02:00
md5 4314a61ab4 SCI: Fixed a issue with signed characters in setChar()
This was visible in the password of LSL5 Amiga. Thanks to waltervn for
finding this
2011-03-04 14:26:23 +02:00
md5 8cfcf53b88 TESTBED: Update rotatePalette() to use an RGB palette 2011-03-04 11:44:30 +02:00
Matthew Hoops 20c45cafae NEWS: Remove SVN references 2011-03-04 01:43:16 -05:00
md5 08af1d9d3f SCI: Don't patch save/restore dialogs in Phantasmagoria
That game has its own custom made save/load system
2011-03-04 01:42:53 +02:00
md5 18c0dae5fc SCI: Removed warning from kReadNumber 2011-03-04 01:42:09 +02:00
Willem Jan Palenstijn 78c00744c2 SCI: Add fixme for EGA flood fill bug (#3078365) 2011-03-04 00:28:23 +01:00
md5 1bdc6db980 SCI21: Now replacing save/restore dialogs in SCI2.1 and newer games 2011-03-04 00:25:23 +02:00
md5 9cc12cfc97 SCI21: kSave(1) is kRestoreGame 2011-03-04 00:25:22 +02:00
md5 e286b1b5f1 SCI: Removed a hack for SCI1 Amiga games in setOnScreen() 2011-03-04 00:25:21 +02:00
md5 c8225c9c0e SCI: Amiga SCI1 middle games use the new PC SCI1 late transition effects 2011-03-04 00:25:20 +02:00
md5 aaa6c9a071 SCI: Improved debug output of validate_property() 2011-03-04 00:25:19 +02:00
dhewg ce9796baa3 ANDROID: Don't wipe paletted textures on reinit
The content of a paletted texture is in _surface.pixels. When recreating
the surface, don't wipe its data unnecessarily. This fixes gfx garbage
on CLUT8 games/cursors when leaving and going back to ScummVM
2011-03-03 21:29:47 +01:00
dhewg 7157454e9b ANDROID: Implement surface resizes
Split surface code into helper functions to avoid code duplication, and
distinguish between screen resizes and surface recreation. The former
happens when toggling the softkeyb, where we just have to reset the
viewport. Fixes garbled textures in those cases.
2011-03-03 21:29:15 +01:00
dhewg 3df060b656 ANDROID: Rename member vars according to our style 2011-03-03 20:47:32 +01:00
dhewg a7a7542d1d ANDROID: Remove an indirection when pausing 2011-03-03 20:47:27 +01:00
dhewg 1e3c96b3ef ANDROID: Formatting/whitespaces 2011-03-03 20:46:49 +01:00
md5 f9354eb4d8 SCI: Fixed comment in pointerComparisonWithInteger() 2011-03-03 20:45:22 +02:00
md5 ea232049c9 SCI: Fixed a silly bug in WRITE_SCI1ENDIAN_UINT16, and unified the way
that the utility READ_* and WRITE_* operations are made
2011-03-03 19:49:09 +02:00
md5 00b37f8552 SCI: Simplified arithmetic reg_t operations, based on fingolfin's comments
- Folded all comparison operators in a single function, cmp()
- Simplified the + operator, and removed the SQ1 workaround, as it's not
needed anymore
- Removed the workaround for uninitialized variables in the * operator
- Removed division by zero workarounds in the / and % operators
- Added a better description of pointerComparisonWithInteger(), based
on fingolfin's description and comments. Also, changed the SCI versions
where this is used to SCI0-SCI1. The SCI1.1 case in QFG3 was a script
bug
2011-03-03 19:38:30 +02:00
md5 51437ba5e6 SCI: Fixed path finding in Amiga SCI1 games
Added wrapper functions to read/write from dynmem segments, as these are
treated as BE in Amiga versions (as we treat them like raw data instead
of reg_t's), whereas the rest are LE. Thanks to waltervn and wjp for their
help on this
2011-03-03 19:34:11 +02:00
md5 1aed9a1f34 SCI: Applied save/load dialog patching to all SCI0-SCI2.1 early games
Games that have the newer SCI2.1 kernel functions (i.e. kSave instead of
kSaveGame/kRestoreGame) aren't supported yet
2011-03-03 19:31:47 +02:00
Max Horn ee86d6eb61 SCI: Make some reg_t methods private resp. inline 2011-03-03 16:38:26 +01:00
Paul Gilbert ad2aa17a06 TSAGE: iImplemented custom SceneArea class needed for Scene 2100 2011-03-03 22:10:07 +11:00
md5 d2acad39c8 SCI: Always clear looping and hold before jumpToTick() is called
Fixes a crash in LSL3 Amiga
2011-03-03 12:45:03 +02:00
md5 9af4453ee5 SCI: Don't ignore SysEx messages at the driver level but warn instead
SysEx messages in the driver are usually the result of a bug which should
be investigated and not silently ignored
2011-03-03 11:18:59 +02:00
md5 9d6ed4de31 SCI: Slight cleanup of some sound drivers 2011-03-03 01:47:08 +02:00
Willem Jan Palenstijn 3f05221334 SCI: Always add new windows to back of list up to SCI_1_EGA_ONLY.
Confirmed this behaviour in KQ1sci, KQ4, Iceman and QfG2.
Hoyle3-demo remains an exception.
2011-03-02 23:48:57 +01:00
Willem Jan Palenstijn 1ef1f3e671 SCI: Call Graph(RedrawBox) from EndUpdate for SCI0/01
Confirmed this behaviour in KQ1sci, KQ4, Iceman, and that
it isn't present in QfG2 and KQ5CD.

This fixes the graphics glitch in KQ4 when falling down the
stairs in room 61 (#3039775).
2011-03-02 23:48:57 +01:00
Willem Jan Palenstijn a55179177e Revert "SCI: Fixed bug #3039775 - "KQ4: Graphics glitch [...]""
This reverts commit 74e99328ec.
SSCI takes care of this issue in a different manner, which
the next commit emulates.
2011-03-02 23:48:57 +01:00
dhewg 719d22918d ANDROID: Respect the pause level. 2011-03-02 23:41:59 +01:00
dhewg 2d4a64d184 ANDROID: Properly release texture resources
When calling glDeleteTextures() we need a valid surface.
2011-03-02 23:18:36 +01:00
dhewg c2d4cce429 ANDROID: On pause, put all threads in a coma
Since not every engine respects pauseEngine(), or they're in a state
where it simply gets ignored, put all threads in a group coma. Without
this, code still kept looping and wasting cpu cycles, while the user
might want to do use her/his droid for something else.
2011-03-02 23:18:35 +01:00
dhewg 25ef065a41 ANDROID: Implement pause/resume
Don't just kill the whole process when the Activity is stopped. Instead,
use its events to pause or resume audio and the running engine (if any).
Of course not every engines implements that... but at least an incoming
call doesn't kill the game now (lol).
2011-03-02 23:18:35 +01:00
dhewg ccfe427eb5 ANDROID: Check for a surface in updateScreen() 2011-03-02 23:18:35 +01:00