Age | Commit message (Collapse) | Author | |
---|---|---|---|
2012-06-09 | SCI: Initial implementation of AddLine, UpdateLine, DeleteLine | Filippos Karapetis | |
2012-06-09 | SCI: Handle translucent text planes | Filippos Karapetis | |
Fixes the incorrect flood fill in the Rada Drums screen in GK1 | |||
2012-06-08 | Merge pull request #243 from lordhoto/cursor-no-scale | Eugene Sandulenko | |
ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" logic. | |||
2012-06-09 | SCUMM: Add HE101 version, for debugInput opcode difference in some HE100 games. | Travis Howell | |
2012-06-08 | NEWS: Fix a typo | Matthew Hoops | |
2012-06-09 | NEWS: Add Geisha to the supported games | Sven Hesse | |
2012-06-08 | SCUMM: Implement listing playbook files in football2002 | Matthew Hoops | |
2012-06-08 | SCUMM: Stub off other football2002 u32 opcodes | Matthew Hoops | |
2012-06-08 | SCUMM: Give football u32 opcodes proper names | Matthew Hoops | |
2012-06-08 | SCI: Handle resource ID -1 when setting the palVary resource | Filippos Karapetis | |
Fixes several wrong colors in SQ6 | |||
2012-06-08 | SCI: Fix mouse up events | Willem Jan Palenstijn | |
Regression from 906f0248317e1a4167190a666fe308a09334bfac. Fixes bug #3533069. | |||
2012-06-08 | GOB: Implement shooting in Penetration | Sven Hesse | |
Geisha's Penetration minigame should be complete now. This also means that Geisha is now basically complete. The only thing missing is the MDYPlayer, but since the music is only played once during the title screen, and it has a PCM-based fallback (which is currently played), this is low priority. | |||
2012-06-08 | GOB: Rewrite "pathfinding" and implement moving enemies | Sven Hesse | |
Since shooting does not yet work, we're just getting mauled by them... | |||
2012-06-07 | TINSEL: Remove unused member _scheduler in TinselEngine. | Johannes Schickel | |
This is a leftover from before the move of the coroutine code. | |||
2012-06-07 | COMMON: Make CoroutineScheduler's constructor and destructor private. | Johannes Schickel | |
CoroutineSchedule is a singleton, thus it should not be possible to create a custom instance of it. | |||
2012-06-07 | COMMON: Slightly adapt coroutine code to better match our guidelines. | Johannes Schickel | |
I used astyle here, which automatically removes the use of tabs in comments. | |||
2012-06-07 | COMMON: Move coroutine documentation to the header file. | Johannes Schickel | |
2012-06-07 | SCI: Initial implementation of kScrollWindow, used in some SCI21 games | Filippos Karapetis | |
This is used in LSL6 hires and SQ6. This initial implementation is hackish and only works in SQ6 (nothing is shown in LSL6) | |||
2012-06-07 | AGOS: Fix compiling AGOS game engine, when AGOS2 is disabled. | Travis Howell | |
2012-06-07 | GOB: Hook up the Penetration minigame in the cheater | Sven Hesse | |
2012-06-07 | GOB: Handle Penetration shooting animations more cleverly | Sven Hesse | |
Still no bullets, though :P | |||
2012-06-07 | GOB: Better controls in Geisha's Penetration | Sven Hesse | |
You can actually move diagonally now | |||
2012-06-06 | SCUMM: Implement football2002 u32 opcode 1028 | Matthew Hoops | |
Scoreboard transitions now play | |||
2012-06-07 | GOB: Add a way to reopen currently opened IMD/VMD videos | Sven Hesse | |
This is a workaround for how Lost in Time behaves in combination with changes I made to the DataIO code for running Urban Runner on low-memory devices. Urban Runner's intro are far to big to have them copied into memory for these devices, so I made the DataIO code return a SafeSeekableSubReadStream into the opened archive stream instead. Unfortunately, Lost in Time might not close a video file when it closes the data file which it was originally in, especially when loading a saved game. Since the video player needs to be able to gaplessly continue a video and there does not, by itself, close the video if not requested by the scripts, this leads to reading out of an already closed stream in certain cases. So, to worka round this issues, the video player tries to reopen each currently opened video after a data archive was closed, to make sure that that video is still available. If not, the video is closed. | |||
2012-06-06 | GOB: Add the original broken German as comments | Sven Hesse | |
2012-06-06 | GOB: Draw info texts in Penetration | Sven Hesse | |
The German strings have been changed from the original, to fix the horribly broken German. Someone should probably check the Italian and Spanish strings too. | |||
2012-06-06 | GOB: Set Penetration floor palettes and fade in/out | Sven Hesse | |
2012-06-06 | GOB: Implement exiting floors | Sven Hesse | |
2012-06-06 | GOB: Clean up the Penetration map handling a bit | Sven Hesse | |
2012-06-06 | GOB: Implement Penetration submarine shooting and dying | Sven Hesse | |
Shots don't result in bullets yet, though | |||
2012-06-06 | GOB: const correctness | Sven Hesse | |
2012-06-05 | SWORD1: Use _missingSubTitleStr when asking for an out of bound textId | Thierry Crozat | |
It was using textId 0, which is not the subtitle we want anyway. So instead of using the wrong subtitle, it is probably better to not display a subtitle at all. A test case for this is with the demo when using non-english language as several subtitles are missing toward the end. | |||
2012-06-05 | SWORD1: Fix crash in demo when using French subtitles | Thierry Crozat | |
2012-06-05 | SCUMM: Show an error dialog when trying to run puttzoo ios lite | Matthew Hoops | |
The lite version contains the full game and we will not support it due to potential piracy. | |||
2012-06-05 | GOB: Implement health gain/loss for mouths | Sven Hesse | |
2012-06-05 | GOB: Play sounds for mouths and shields in Penetration | Sven Hesse | |
2012-06-05 | GOB: Animate mouths in Geisha's Penetration | Sven Hesse | |
2012-06-05 | DREAMWEB: Modify Sound code to better match original behaviour. | D G Turner | |
This fixes bug #3531635 - "DREAMWEB: doors don't play "open" sound when opening". In addition, the resultant code is simpler and should better match the original behaviour and a basic playtest has not shown any regressions. | |||
2012-06-04 | COMMON: Merge of pull request #240, coroutine code cleanup | Paul Gilbert | |
2012-06-03 | GOB: Fix invalid reads in Geisha's minigames | Sven Hesse | |
2012-06-03 | GOB: Remove unnecessary include | Sven Hesse | |
A remnant of when we were still doing dithering color LUT creation at startup | |||
2012-06-03 | GOB: Consume shields in Penetration | Sven Hesse | |
2012-06-03 | GOB: Limit Penetration movement to walkable tiles | Sven Hesse | |
2012-06-03 | ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" ↵ | Johannes Schickel | |
logic. All uses of the old target scale API actually wanted to disallow scaling of the mouse cursor. This commit adapts our API to this and thus simplifies backend implementations. Some backends, most notable the Wii and Android, did some implementation of the cursor target scale, which I didn't adapt yet. I added a TODO for the porters there. | |||
2012-06-03 | GOB: Display the Penetration submarine | Sven Hesse | |
2012-06-03 | GOB: Draw the Penetration map and do basic movement | Sven Hesse | |
2012-06-03 | GOB: Draw the map in a separate surface | Sven Hesse | |
Still hidden for now. | |||
2012-06-02 | DREAMWEB: Modify sound code to prevent missing sound effects. | D G Turner | |
This should fix bug #3528164 "DREAMWEB: missing sound effects/music cues during main title" by preventing repeated calls of SFX id 12 being lost if the next call is made before the sound handler has cleared the previous one. | |||
2012-06-02 | GOB: Draw the shield and health meters in Penetration | Sven Hesse | |
2012-06-02 | GOB: Add animation handling frame to Penetration | Sven Hesse | |