Opened 21 years ago

Closed 21 years ago

Last modified 6 years ago

#8265 closed patch

BS2: FadeServer() implementation

Reported by: eriktorbjorn Owned by: SF/khalek
Priority: normal Component: Engine: Sword2
Version: 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 21 years ago.
Patch against a July 28 CVS snapshot

Download all attachments as: .zip

Change History (8)

by eriktorbjorn, 21 years ago

Attachment: bs2_fade_server.diff added

Patch against a July 28 CVS snapshot

comment:1 by eriktorbjorn, 21 years ago

Owner: set to SF/khalek

comment:2 by fingolfin, 21 years ago

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 by SF/khalek, 21 years ago

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 by eriktorbjorn, 21 years ago

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 by SF/khalek, 21 years ago

Status: newclosed

comment:6 by SF/khalek, 21 years ago

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

slightly changed version in cvs

comment:7 by digitall, 6 years ago

Component: Engine: Sword2
Game: Broken Sword 2
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