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2012-06-10BACKENDS: Add #error for platforms not setting tm_wday in release buildsMatthew Hoops
2012-06-09SCUMM: Implement football2002's getDayOfWeek() u32 functionMatthew Hoops
2012-06-09COMMON: Add tm_wday to our TimeDate structMatthew Hoops
Did not adapt bada or ps2 backends as I'm not sure how they should be handled
2012-06-09SCUMM: Create proper engine for heversion 101Matthew Hoops
Regression from 3968f3194893d88d1a8d73eef535b801e5415765
2012-06-09SCI: Update information on kGetSierraProfileIntFilippos Karapetis
Thanks to LePhilousophe for his feedback and observations on this
2012-06-09SCI: Initial implementation of AddLine, UpdateLine, DeleteLineFilippos Karapetis
2012-06-09SCI: Handle translucent text planesFilippos Karapetis
Fixes the incorrect flood fill in the Rada Drums screen in GK1
2012-06-08Merge pull request #243 from lordhoto/cursor-no-scaleEugene Sandulenko
ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" logic.
2012-06-09SCUMM: Add HE101 version, for debugInput opcode difference in some HE100 games.Travis Howell
2012-06-08NEWS: Fix a typoMatthew Hoops
2012-06-09NEWS: Add Geisha to the supported gamesSven Hesse
2012-06-08SCUMM: Implement listing playbook files in football2002Matthew Hoops
2012-06-08SCUMM: Stub off other football2002 u32 opcodesMatthew Hoops
2012-06-08SCUMM: Give football u32 opcodes proper namesMatthew Hoops
2012-06-08SCI: Handle resource ID -1 when setting the palVary resourceFilippos Karapetis
Fixes several wrong colors in SQ6
2012-06-08SCI: Fix mouse up eventsWillem Jan Palenstijn
Regression from 906f0248317e1a4167190a666fe308a09334bfac. Fixes bug #3533069.
2012-06-08GOB: Implement shooting in PenetrationSven 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.
2012-06-08GOB: Rewrite "pathfinding" and implement moving enemiesSven Hesse
Since shooting does not yet work, we're just getting mauled by them...
2012-06-07TINSEL: Remove unused member _scheduler in TinselEngine.Johannes Schickel
This is a leftover from before the move of the coroutine code.
2012-06-07COMMON: 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.
2012-06-07COMMON: Slightly adapt coroutine code to better match our guidelines.Johannes Schickel
I used astyle here, which automatically removes the use of tabs in comments.
2012-06-07COMMON: Move coroutine documentation to the header file.Johannes Schickel
2012-06-07SCI: Initial implementation of kScrollWindow, used in some SCI21 gamesFilippos Karapetis
This is used in LSL6 hires and SQ6. This initial implementation is hackish and only works in SQ6 (nothing is shown in LSL6)
2012-06-07AGOS: Fix compiling AGOS game engine, when AGOS2 is disabled.Travis Howell
2012-06-07GOB: Hook up the Penetration minigame in the cheaterSven Hesse
2012-06-07GOB: Handle Penetration shooting animations more cleverlySven Hesse
Still no bullets, though :P
2012-06-07GOB: Better controls in Geisha's PenetrationSven Hesse
You can actually move diagonally now
2012-06-06SCUMM: Implement football2002 u32 opcode 1028Matthew Hoops
Scoreboard transitions now play
2012-06-07GOB: Add a way to reopen currently opened IMD/VMD videosSven 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.
2012-06-06GOB: Add the original broken German as commentsSven Hesse
2012-06-06GOB: Draw info texts in PenetrationSven 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.
2012-06-06GOB: Set Penetration floor palettes and fade in/outSven Hesse
2012-06-06GOB: Implement exiting floorsSven Hesse
2012-06-06GOB: Clean up the Penetration map handling a bitSven Hesse
2012-06-06GOB: Implement Penetration submarine shooting and dyingSven Hesse
Shots don't result in bullets yet, though
2012-06-06GOB: const correctnessSven Hesse
2012-06-05SWORD1: Use _missingSubTitleStr when asking for an out of bound textIdThierry 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.
2012-06-05SWORD1: Fix crash in demo when using French subtitlesThierry Crozat
2012-06-05SCUMM: Show an error dialog when trying to run puttzoo ios liteMatthew Hoops
The lite version contains the full game and we will not support it due to potential piracy.
2012-06-05GOB: Implement health gain/loss for mouthsSven Hesse
2012-06-05GOB: Play sounds for mouths and shields in PenetrationSven Hesse
2012-06-05GOB: Animate mouths in Geisha's PenetrationSven Hesse
2012-06-05DREAMWEB: 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.
2012-06-04COMMON: Merge of pull request #240, coroutine code cleanupPaul Gilbert
2012-06-03GOB: Fix invalid reads in Geisha's minigamesSven Hesse
2012-06-03GOB: Remove unnecessary includeSven Hesse
A remnant of when we were still doing dithering color LUT creation at startup
2012-06-03GOB: Consume shields in PenetrationSven Hesse
2012-06-03GOB: Limit Penetration movement to walkable tilesSven Hesse
2012-06-03ALL: 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.
2012-06-03GOB: Display the Penetration submarineSven Hesse