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2018-04-08XEEN: Fix checking if a specific monster is deadPaul Gilbert
2018-04-08XEEN: Fix using Lloyd's Beacon across the sidesPaul Gilbert
2018-04-08I18N: Update translation (French)Thierry Crozat
Currently translated at 100.0% (966 of 966 strings)
2018-04-08I18N: Update translation (Finnish)Timo Mikkolainen
Currently translated at 100.0% (966 of 966 strings)
2018-04-08I18N: Update translation (German)Lothar Serra Mari
Currently translated at 100.0% (966 of 966 strings)
2018-04-08I18N: Update translations templatesThierry Crozat
2018-04-08AUDIO: add support for OPL2LPTVincent Bernat
The OPL2LPT is an OPL2 chip plugged on a parallel port. It is write-only but otherwise acts as a classic AdLib. This commit adds support for this device. User is expected to have the right permissions on the parallel port. By default, the first suitable parallel port is used. It is possible to override that with the hidden configuration setting "opl2lpt_parport". It depends on the presence of the libieee1284 library which abstracts a bit parallel port handling. An alternative would be to access directly /dev/parportX on Linux. This would amount of code but it would be Linux-only. Tested with Indy 3 and SOMI.
2018-04-08I18N: Update translation (German)Ettore Atalan
Currently translated at 100.0% (965 of 965 strings)
2018-04-08LILLIPUT: Fix missing format specifier in call to debugC()Adrian Frühwirth
2018-04-07XEEN: Add missing return in event processing switchPaul Gilbert
2018-04-07XEEN: Regenerate xeen.ccs datafilePaul Gilbert
2018-04-07XEEN: Fix double-casting of spells during combatPaul Gilbert
2018-04-07XEEN: Fix gfx glitch in top-left corner of the minimapPaul Gilbert
2018-04-07XEEN: Cleanup of unused local in ScriptsPaul Gilbert
2018-04-07DS: Use -isystem when adding include directories for portlibsCameron Cawley
2018-04-07DS: Only disable forbidden symbols when necessaryCameron Cawley
2018-04-07JANITORIAL: Fix typoCameron Cawley
2018-04-08JANITORIAL: Fix formattingAdrian Frühwirth
Futile attempt at taming the mess. There is also much leftover unused code which someone who knows what all of this does should remove, if possible.
2018-04-08LILLIPUT: more renaming, rework setModeStrangerke
2018-04-07LILLIPUT: More renaming workStrangerke
2018-04-07LILLIPUT: Some more renaming in the sequence managerStrangerke
2018-04-07XEEN: Allow saving game after Clouds ending finishesPaul Gilbert
2018-04-07XEEN: Fix check to allow Lloyding into Xeen's castlePaul Gilbert
2018-04-07XEEN: Cleanup of game completion flagsPaul Gilbert
2018-04-07XEEN: Add 'strength' debugger commandPaul Gilbert
2018-04-07JANITORIAL: Fix whitespaceEugene Sandulenko
2018-04-07XEEN: Allow loading savegames during combat using GMMPaul Gilbert
The original didn't allow loading during combat from it's options dialog, and I'll leave that untouched, but the ability to load out of a unwinnable combat is too convenient to not allow in some form.
2018-04-07XEEN: Reset combat data when loading a new savegamePaul Gilbert
2018-04-07BLADERUNNER: Remove dead codeEugene Sandulenko
2018-04-07XEEN: Fix Protection From Elements spellPaul Gilbert
2018-04-07XEEN: Fix single pixel difference for post-deposit messagePaul Gilbert
I still haven't tracked down how the original handles the integer division rounding that results in the pre and post deposit Deposit dialog message being offset by 1 pixel. But since the problem could be resolved by standardising when center alignment is set in both messages, and I haven't noticed any problem elsewhere, I think this is sufficient for now
2018-04-07XEEN: Remove unused GameEvent classPaul Gilbert
2018-04-07XEEN: Cache mouse clicks as well as keyboard in EventsManagerPaul Gilbert
This allows the well open door/gate, shoot at enemies, then close to work with the mouse as well as the keyboard. The pending event queue has also been limited to 5 pending events. Trust me, you don't want to spent time spamming Shoot at a high level monster that can't reach you, only for when it's killed to have to wait several minutes whilst your party keeps shooting.
2018-04-07AUDIO: Really fix constant type in Nuked OPL emulatorAdrian Frühwirth
2018-04-07TUCKER: Do not assign negative value to unsigned intAdrian Frühwirth
2018-04-07N64: Remove the port-specific integer type definitionsBastien Bouclet
They are identical to those detected by configure on buildbot
2018-04-07AUDIO: Specify constant type in Nuked OPL emulatorEugene Sandulenko
2018-04-07CONFIGURE: Do not even try to build Nuked OPL when disabledEugene Sandulenko
2018-04-07PLUMBERS: Optimized heap allocationwhitertandrek
No sense in deleting and then allocating an object again because loadStream method destroy previous data.
2018-04-07PLUMBERS: Removed unnecessary callswhitertandrek
destructor of Common::File anyway calls close method
2018-04-07PLUMBERS: Change file allocation from heap to stackwhitertandrek
2018-04-07PLUMBERS: Remove unnecessary conditionalwhitertandrek
delete perfoms the check anyway
2018-04-07SUPERNOVA: Fix missing return statementAdrian Frühwirth
2018-04-07IMAGE: Explicitly initialize CinePak codebooksTorbjörn Andersson
Starship Titanic produces lots of "uninitialized value" warnings at the very beginning of the game, when turning right. This is because in the very first movie frame it uses codebooks that have not been loaded. Explicitly set their data to 0 to guarantee consistent behavior.
2018-04-07JANITORIAL: Add missing endlineEugene Sandulenko
2018-04-07CONFIGURE: Add option to disable Nuked OPL and disable it on low-end platformsEugene Sandulenko
2018-04-07BASE: Show nuked audio driver only when compiledEugene Sandulenko
2018-04-07I18N: Update translations templatesThierry Crozat
2018-04-07AUDIO: Add Nuked OPL3 corenukeykt
2018-04-07DS: Fix touch inputMatthew Stewart