Opened 16 years ago

Closed 16 years ago

Last modified 9 months ago

#8265 closed patch

BS2: FadeServer() implementation

Reported by: eriktorbjorn Owned by: SF/khalek
Priority: normal Component: Engine: Sword2
Keywords: Cc:
Game: Broken Sword 2

Description

The BS2 code contains a few busy-wait loops, waiting
for the palette to fade up or down. To get past these,
we need to implement the FadeServer() function, so
that's what this patch does.

Ticket imported from: #779595. Ticket imported from: patches/370.

Attachments (1)

bs2_fade_server.diff (3.7 KB) - added by eriktorbjorn 16 years ago.
Patch against a July 28 CVS snapshot

Download all attachments as: .zip

Change History (8)

Changed 16 years ago by eriktorbjorn

Attachment: bs2_fade_server.diff added

Patch against a July 28 CVS snapshot

comment:1 Changed 16 years ago by eriktorbjorn

Owner: set to SF/khalek

comment:2 Changed 16 years ago by fingolfin

I guess this won't apply anymore, now that the engine has been
renamed to Sword2. Still, were there any reasons why one would
not apply this?

comment:3 Changed 16 years ago by SF/khalek

I was a bit busy earlier, but now I have a chance to look at
it yes there is reason to not apply it.

At least not without some modification.

For one I don't see how it could have compiled when it
referenced _system instead of _syst , it also relies on some
timer related things that aren't included in the patch. I
think erik may have been a little too eager when he based
this around bass code? :)

that and its probably better to leave the function as taking
no arguments instead of passing an engine state, use the
g_sword2 global for now, but this will probably turned into
a graphics/screen class or some such at some point.

comment:4 Changed 16 years ago by eriktorbjorn

I'm confused.

The patch refers to _system because that's one of the
members of the Engine class. I didn't even realize we also
had a _syst in Sword2State. Is that one really needed? It
may be worth noting that Sword2State::parseEvents() uses
_system.

The "timer related things" aren't included in the patch
because it uses our own standard timer code. That's why I
had to change FadeServer() to take a void * parameter.

comment:5 Changed 16 years ago by SF/khalek

Status: newclosed

comment:6 Changed 16 years ago by SF/khalek

ok so disregard the middle paragraph and feed me more caffeine.

slightly changed version in cvs

comment:7 Changed 9 months ago by digitall

Component: Engine: Sword2
Game: Broken Sword 2
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