Bastien Bouclet
43d50064d6
GRIM: Don't override the global ResidualVM menu using the game main menu
2016-07-21 21:20:30 +02:00
Vincent Pelletier
e1b414e50a
GRIM: Convert save game image to original pixel format.
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Pixel format does not seem to be stored in save game, so when loading a
save game produced in 32 bits mode it appears corrupted. So, to preserve
backward compatibility, convert to 16bits format before storing.
2016-07-21 16:31:09 +02:00
Vincent Pelletier
72217813c6
GRIM: Do not crash on extreme FPS values.
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Easily triggered with disabled FPS limit and staying for a few seconds in
the F1 menu.
2016-07-18 17:33:53 +02:00
Vincent Pelletier
0de75f613a
GRIM, EMI: Disable FPS limit when engine_speed is 0.
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Also, only set engine_speed to config file when forcing 60fps.
2016-07-18 16:32:03 +02:00
Bastien Bouclet
62bf521944
GRIM: Fix memory leaks related to the emergency built-in font
2016-07-12 06:16:35 +02:00
Bastien Bouclet
3f295ec773
GRIM: Check at runtime that shaders are available
2016-02-06 08:53:42 +01:00
Bastien Bouclet
8a4bada6b9
ENGINES: Also build the legacy OpenGL renderer when enabling shaders
2015-12-29 08:05:49 +01:00
Bastien Bouclet
8d5406720c
ENGINES: Add a new 'renderer' option to replace 'soft_renderer'
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'soft_renderer' was a bool and was not useful to select a renderer
in a list with more than two values.
2015-12-29 07:55:27 +01:00
Dries Harnie
07f2025764
GRIM: Do not call ->free on null pointer
2015-09-21 10:04:11 +02:00
Dries Harnie
d14a6c0d6a
L10N: Add 'problems found' dialog from Grim
2015-09-09 13:44:37 +02:00
Dries Harnie
ae4601c303
JANITORIAL: Code style fixes
2015-08-17 13:25:46 +02:00
Dries Harnie
73ef15d05f
GRIM: Use system->suggestSideTextures
2015-08-17 13:25:46 +02:00
Dries Harnie
147ba6ecbb
GRIM: Search for widescreen textures in widescreen directory
2015-08-17 13:25:46 +02:00
Dries Harnie
a07c8ce0ac
GRAPHICS: Pass Graphics::Surface* to setSideTextures
2015-08-17 13:25:45 +02:00
Dries Harnie
f7244925c3
GRIM: Enable side textures in postCamChangeHandler
2015-08-14 15:24:56 +02:00
David Cardwell
9b1bbd61dc
EMI: Change the file-extension of PS2 saves
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Prevent conflicts with incompatible save files by changing the
file-extension of PS2 saves to “*.ps2”.
2015-02-14 14:18:09 -05:00
Einar Johan Trøan Sømåen
23401502af
GRIM: Force the demo-flag on for grim-demos, thus enabling the english demo with intro video to run
2015-01-18 16:37:51 +01:00
Ingo van Lil
3d39e63da7
GRIM/EMI: Add Joystick/gamepad support
2015-01-12 19:45:18 +01:00
Christian Krause
316b2595e3
EMI: Avoid calling luaUpdate in poll event loop
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- this avoids the issue that _frameTime is set to 0 if a consecutive
luaUpdate() happens in the same millisecond and so getPerSecond()
would return 0 for any given rate
- this fixes the issue that Guybrush would walk erratically
when residualvm is built with optimization
2015-01-01 20:50:59 +01:00
Einar Johan Trøan Sømåen
223c81b144
EMI: Add code for one-shot playing the Aspyr logo on EMI Mac
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This needs to be separate from the other videos, since the logo
is encoded as QuickTime. This solution replicates logic from
mainLoop to avoid adding any further special cases in engine code.
2014-12-02 17:01:39 +01:00
Einar Johan Trøan Sømåen
4b6d21d690
EMI: Add code for loading local.m4b from the german EFMI Installer file.
2014-09-17 21:14:22 +02:00
Joel Teichroeb
e77f599f1c
Merge pull request #1026 from Akz-/emi-sortorder-fix
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EMI: Sort order fixes
2014-08-19 15:22:13 -07:00
Joni Vähämäki
0909de720b
EMI: Do not reset sort order when the set changes.
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The original game doesn't reset the sort order. This fixes, for example, the voodoo anklet being visible through walls after leaving the jail set.
2014-08-14 18:32:16 +03:00
Stefano Musumeci
d0ce4482f9
GRIM: Changed the way strings are rendered.
2014-08-13 15:39:03 +02:00
Stefano Musumeci
8abb5b008c
Merge branch 'master' into tinygl-dirty-rects
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Conflicts:
graphics/tinygl/zbuffer.cpp
graphics/tinygl/zbuffer.h
2014-08-13 14:06:34 +02:00
Joel Teichroeb
5a06111056
GRIM: Fix a crash when the debugger comes up before g_movie has been initialized
2014-08-09 12:05:07 -07:00
Stefano Musumeci
4ec96c515e
Merge branch 'master' into tinygl-dirty-rects
2014-08-07 18:11:22 +02:00
Joel Teichroeb
dc57920d53
Merge pull request #995 from klusark/smushprim
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GRIM/EMI: Simplify primitive drawing, and don't draw primitives over movies.
2014-08-06 09:55:18 -07:00
Joni Vähämäki
d9e2b2057c
EMI: Do not free sound tracks in the audio thread.
2014-08-06 19:43:11 +03:00
Joni Vähämäki
9ee420b0d0
EMI: Explicitly initialize g_imuse/g_emisound to null.
2014-08-06 19:43:09 +03:00
Joni Vähämäki
a03a06b0f6
EMI: Initialize EMISound instead of iMuse at engine startup.
2014-08-06 19:16:54 +03:00
Joel Teichroeb
6627af4000
GRIM/EMI: Do not draw primitives in SmushMode. Fixes #990
2014-08-03 12:01:34 -07:00
Joel Teichroeb
42e6ed383b
GRIM: Remove and refactor drawPrimitives
2014-08-03 11:58:12 -07:00
Stefano Musumeci
03239abf72
TINYGL: Restored old drawing logic.
2014-08-02 21:41:44 +02:00
Stefano Musumeci
91c44129b9
TINYGL/HACK: This commit is just an hack that makes the fps counter rendered correctly.
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I will probably remove this after everything is finished.
2014-07-27 19:57:44 +02:00
Stefano Musumeci
4f6df7dea1
TINYGL: Reordered a function call inside Grim engine.
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Explanation: luaUpdate destroys shadow mask buffers which in turn makes the program crash, this was the only solution I could come up with but I'm not sure if it has any side effects.
2014-07-27 19:57:44 +02:00
Christian Krause
1e82136592
EMI: Implement screenshot thumbnails for savegames
2014-07-16 23:18:43 +02:00
Joel Teichroeb
3cfccc39bb
GRIM: Set g_grim to nullptr in the deconstructor
2014-06-21 00:08:10 -07:00
Joel Teichroeb
a539832c78
Merge pull request #910 from JoseJX/FixGLTextureParams
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EMI: Clamp sprites, repeat other textures.
2014-06-20 08:30:44 -07:00
Joseph Jezak
df3d63fc24
EMI: Add support for clamping sprite textures and repeating other textures.
2014-06-18 22:19:42 -04:00
Joni Vähämäki
b5cdd1240f
EMI: Only draw models for actors inside the view frustum.
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This adds math classes for doing frustum culling in software. These could be used for optimizing performance in many other places as well. For example, if an actor is outside the view frustum, it may not be necessary to do expensive keyframe animation and vertex skinning calculations for that actor.
2014-06-16 15:42:18 +03:00
Joel Teichroeb
0f3da43694
GRIM: Change NULL to nullptr.
2014-05-30 17:43:08 -07:00
Einar Johan Trøan Sømåen
a7b78f72f7
Merge pull request #852 from JoseJX/DemoMovieSkip
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EMI: Allow the user to skip the intro movie in the EMI Demo.
2014-05-28 00:49:08 +02:00
Joseph Jezak josejx@gentoo.org
e021febdce
EMI: Makes ESC the only active key during movies.
2014-05-27 10:49:10 -04:00
Pawel Kolodziejski
8759900b6a
ALL: synced with ScummVM
2014-04-05 18:18:42 +02:00
Dries Harnie
7fe50ec16d
GRIM/EMI: Flush check_gamedata to disk immediately
2014-02-24 20:04:38 +01:00
Ingo van Lil
8e0cbb9651
EMI: Reset sort order when changing sets
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Some sets (e.g. the big monkey's engine room) set Guybrush's sort order
to a large value, causing him to become invisible in other places. This
patch resets the sort order for all actors when switching to a new set.
2013-12-30 11:17:14 +01:00
Einar Johan Trøan Sømåen
e843d7855b
Merge pull request #775 from inguin/emi-pause
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EMI: Improve pause handling
2013-12-11 16:26:09 -08:00
Ingo van Lil
4788a21e0a
EMI: Improve pause handling
...
Both EMI and Grim call RenderModeUser when entering the menus or dialogs,
but EMI does not use special "blast" commands to display text or images,
so we cannot suspend regular screen updates. The current implementation
does not switch engine modes in RenderModeUser, which has the drawback
that the frame time is not stopped during pause or menu.
With this patch, EMI handles draw mode like normal mode with frozen frame
time.
2013-12-12 01:17:27 +01:00
Ingo van Lil
d2aa15a30f
EMI/GRIM: Handle normal mode and draw mode in separate virtual methods.
2013-12-12 01:17:27 +01:00