Pretending that the manager starts in the overlay mode was really
confusing.
Also, the concept of _workScreen seemed great in theory but lead to
various subtle errors which were very hard to debug (related to cursor
handling, resolution changing etc).
This shaves off a good 800 KB from all the engines. However, do keep
local atari debug messages for diagnostic purposes.
Also, use natfeats for debug output when possible else the classic
stdout/stderr (not both as before).
- fixed aspect ratio correction (overlay destroyed
its state, keyboard shortcut didn't always work),
as well as significantly sped it up on VGA and
SuperVidel
- smoother transitions between video modes
- reduce the number of video mode changes
- fixed a few extreme cases when triple buffering
could lose an update
- lighter ST RAM usage in the lite build
- removed hardware accessing init/deinit routines
This helps to solve the issue when one pushes 'Return' immediately after
Hatari's start. This issue appeared after introducing the
interrupt-driven audio mixer.
Not sure whether this was a real bug but it's much cleaner
implementation now anyway.
- composer unaligned pitch fix
- error() doesn't work while in OSystem_Atari c-tor
- when a crash occurs, restore at least the cursor
- fix a crash when "data" doesn't exist
It was wrong (other engines are allowed to do infinite recursions?) and
Future Wars still isn't working properly at all times. I've decided to
remove it (i.e. Future Wars and Operation Stealth are not supported
anymore).
Small updates in readme.txt.
exit() can be handled at user level via atexit(), there's no need to use
the critical handler routine.
Removed GEM restore from the critical handler as this uncovered its
instability while being in the critical handler.
- surface setup for optimized 4-bit C2P routine wasn't properly detected
- STFA pretends to support Falcon sampling frequencies on TT leading to
suboptimal sample mixing
- delayMillis() should check also for other events (fixes Future Wars)
but avoid doing it for SCI as its MIDI timer would call itself in a
recursive loop
- SuperVidel doesn't need to use VsetScreen() in VBL anymore
- Wetlands, Teen Agent, Shivers and Private Eye need non-aligned
surface widths
- However Wetlands and Private Eye use setCursorPalette, see
https://bugs.scummvm.org/ticket/14524
- Added warning for Phantasmagoria's 630x450, nothing can be done there
as the game also requires non-aligned surfaces and at the same time
the buffer has to be aligned on 16 bytes.
- BDF scaling disabled by default
- Atari TT support
- all video and audio is now handled via XBIOS
- reworked IKBD handling using Kbdvbase vectors, esp. Kbdvec()
- video uses proper triple buffer
- arbitrary game screen size support
- many fixes and optimizations
- consolidate public #define's (just ATARI)
- cpu compiler flags are specified in the script
- allow explicit move16, SV and SV Blitter features enabled/disabled
Provide two build scripts:
1. "Fat" one targeted at 040/060 machines (possibly with SuperVidel)
This one is optimized for 68020-60 (so it's still possible to try
highres engines on 68030 machines).
2. "Slim" one targeted at 030 machines (Falcon030+DFB/CT2 or TT030)
This one is optimized for 68030 and stripped from even more features:
"fancy" (highres) themes, move16 & SuperVidel routines and most
importantly the highres engines.
ScummVM engines are not built for synchronous screen locking (i.e.
updateScreen() can't be really used for any sort of blocking updates
otherwise performance suffers).
Single buffering now means deliberate tearing as a speed optimization
and triple buffering provides a tearingless picture with slight overhead.
"make dist-generic" doesn't automatically look for files in "data"
folder. Commit be98f2a8 is somewhat related to this problem but only
for debugging purposes.
As relative "data" clashes with game's relative "data" (e.g. Full
Throttle demo), do the right thing and add it as absolute path.