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2015-12-15LAB: Allow skipping the credits in the intro sequenceFilippos Karapetis
Also, remove some unused variables and perform some minor renaming
2015-12-15LAB: Further clean up of the music and sound effect codeFilippos Karapetis
2015-12-15LAB: Initial music implementationFilippos Karapetis
The whole music code is greatly simplified
2015-12-15LAB: Rename waiteffect -> waitForEffectFilippos Karapetis
2015-12-15LAB: Remove duplicate swap code and some unused definesFilippos Karapetis
2015-12-15LAB: Simplify mouse handling codeFilippos Karapetis
2015-12-15LAB: Remove unused variablesFilippos Karapetis
2015-12-15LAB: Remove the unused setMode()/getMode() functionsFilippos Karapetis
2015-12-15LAB: The audio data in the DOS version is unsignedFilippos Karapetis
2015-12-15LAB: Implement correct duration calculation for the DOS version musicFilippos Karapetis
2015-12-15LAB: Rename playMusic() to playSoundEffect()Filippos Karapetis
This function actually starts sound effects. Music is started from playMusicBlock()
2015-12-15LAB: Remove superfluous void function parametersFilippos Karapetis
2015-12-15LAB: Remove dead codeFilippos Karapetis
2015-12-15LAB: Initial sound implementationFilippos Karapetis
Sound effects are now played, and the engine no longer waits forever when playing a sound. A lot of unused sound code has been removed.
2015-12-15LAB: Clean up some DOS-specific codeFilippos Karapetis
2015-12-15LAB: Remove unused byte swap codeFilippos Karapetis
The relevant defines will be replaced with the ones from our common code
2015-12-15LAB: Remove leftover debug codeFilippos Karapetis
2015-12-15LAB: Fix loading of saved gamesFilippos Karapetis
2015-12-15LAB: Remove the journalCleanUp() wrapperFilippos Karapetis
2015-12-15LAB: Remove the unused Cords structFilippos Karapetis
2015-12-15LAB: Rewrite the save/load systemFilippos Karapetis
The two different save/load dialogs from the original have been dropped and replaced with the ScummVM save/load dialogs. The whole save/load code has been rewritten to be endian safe and use our common code. The original save format has not been preserved. The current implementation crashes when loading, but it's a good start
2015-12-15LAB: Remove unused variableFilippos Karapetis
2015-12-15LAB: Disable startup warning about hi/low res modeFilippos Karapetis
2015-12-15LAB: Implement generateSaveFileName()Filippos Karapetis
2015-12-15LAB: Implement getCurMemLabFile()Filippos Karapetis
2015-12-15LAB: Remove unused mouse reset callFilippos Karapetis
2015-12-15LAB: Remove multiple mouse coordinate variablesFilippos Karapetis
There is no real point in holding multiple location variables for the mouse cursor. One set of coordinates should be enough
2015-12-15LAB: Further fixes to signed/unsigned comparisons and bool assignmentsFilippos Karapetis
2015-12-15LAB: Change the "action" parameter of doActionRule to lowercaseFilippos Karapetis
This avoids a name clash with the Action struct
2015-12-15LAB: Silence false positives about uninitialized variablesFilippos Karapetis
2015-12-15LAB: Add missing const qualifiersFilippos Karapetis
2015-12-15LAB: Fix signed/unsigned comparison warningsFilippos Karapetis
2015-12-15LAB: Fix regressionEugene Sandulenko
2015-12-15LAB: Use OSystem for mouse drawingEugene Sandulenko
2015-12-15LAB: Fix regressionEugene Sandulenko
2015-12-15LAB: Final fix for game variant detectionEugene Sandulenko
2015-12-15LAB: CleanupEugene Sandulenko
2015-12-15LAB: CleanupEugene Sandulenko
2015-12-15LAB: Initial support for lowres modeEugene Sandulenko
2015-12-15LAB: propagate gamePlatform()Eugene Sandulenko
2015-12-15LAB: Added detection for lowres DOS versionEugene Sandulenko
2015-12-15LAB: CleanupEugene Sandulenko
2015-12-15LAB: Improved detectionEugene Sandulenko
2015-12-15LAB: CleanupEugene Sandulenko
2015-12-15LAB: CleanupEugene Sandulenko
2015-12-15LAB: CleanupEugene Sandulenko
2015-12-15LAB: Fix line endingsEugene Sandulenko
2015-12-15LAB: Objectify LabSetsEugene Sandulenko
2015-12-15LAB: Started objectifying LargeSetsEugene Sandulenko
2015-12-15LAB: Further cleanupEugene Sandulenko