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2004-11-27Fixing some evil behaviourMax Horn
svn-id: r15907
2004-11-27No longer stubsTravis Howell
svn-id: r15906
2004-11-27Revert opcode EF merge, HE72 uses different array structure.Travis Howell
svn-id: r15905
2004-11-27Don't use directory param of File::open unless you have toMax Horn
svn-id: r15904
2004-11-27Add slide animation effect to the consoleMax Horn
svn-id: r15903
2004-11-27do clippingMax Horn
svn-id: r15902
2004-11-27Moved Engine::getSavePath() to class SaveFileManager; removed the ↵Max Horn
'directory' parameter from SaveFileManager::openSavefile and listSavefiles (they always use getSavePath() now, which is what we did anyway) svn-id: r15901
2004-11-26paranoiaMax Horn
svn-id: r15900
2004-11-26The Adlib MidiDriver is now initialised immediately when it is determined ↵Jerome Fisher
that it may be used. Doing this lazily potentially deadlocked when using MT-32 emulation in mixed MIDI/Adlib mode. svn-id: r15899
2004-11-26Another one...Max Horn
svn-id: r15898
2004-11-26Trying to fix the WinCE/DC port breakage -- blindfolded, though, hence it ↵Max Horn
probably isn't enough to get things compiling again :-/ svn-id: r15897
2004-11-26renamed some HE opcodes and got rid of o72_unknownEF as it seems it was a ↵Gregory Montoir
duplicate of o70_unknownEF svn-id: r15896
2004-11-26Added looping background noise to the IHNM intro. I don't know if it's theTorbjörn Andersson
correct sound or the correct volume, but the small extension to allow the engine to start looping sounds is worthwhile enough in itself, I think. svn-id: r15895
2004-11-26After listening to some of the IHNM music from both the FM and GM musicTorbjörn Andersson
files through the MIDI synth on my Soundblaster, I can only conclude that they are both General MIDI, so I've changed our code to assume that in both cases. The End Title (which we currently incorrectly play at the end of the intro) sounds much better in Adlib this way, too. Perhaps the original used a different GM to FM mapping than the one in our adlib.cpp, but if so using the MT-32 to GM mapping isn't likely to improve the situation. We could add a way of replacing the GM to FM mapping in adlib.cpp, I guess. Of course, that would only be worth it if the original sounds better than our mapping. svn-id: r15894
2004-11-26Fix break introduced with last commit :).Eugene Sandulenko
svn-id: r15893
2004-11-26Fix typo. Actually asserts there would be more convenient for debuggingEugene Sandulenko
purposes. svn-id: r15892
2004-11-26oopsMax Horn
svn-id: r15891
2004-11-26SpellingMax Horn
svn-id: r15890
2004-11-25Small optimizationMax Horn
svn-id: r15889
2004-11-25Make use of new graphic primitives (untested, I don't have saga -- please ↵Max Horn
don't kill if this breaks, it should be trivial for you to fix it :-) svn-id: r15888
2004-11-25Turn the v1 member in the costume renderers into a function local object ↵Max Horn
(used to be a member var) svn-id: r15887
2004-11-25Make use of the new graphic primitivesMax Horn
svn-id: r15886
2004-11-25Added some graphic primitivesMax Horn
svn-id: r15885
2004-11-25Reverted some more of yesterday's changes.Torbjörn Andersson
svn-id: r15884
2004-11-25Tiny, almost unnoticeable, step towards IHNM script loading. We'll need toTorbjörn Andersson
figure out the correct values for IHNM_SCRIPT_LUT and _scriptLUTEntryLen. svn-id: r15883
2004-11-25Temporarily disable the status bar in IHNM. The only place where we drew itTorbjörn Andersson
so far, it shouldn't be drawn. Eventually we could probably handle this with yet another panel mode: no panel at all. svn-id: r15882
2004-11-25Fixed a really stupid memory leak I introduced yesterday.Torbjörn Andersson
svn-id: r15881
2004-11-25Removed the hard-coded monologue. I realized that it was probably scripted,Torbjörn Andersson
and sev later confirmed this. Instead I now try to start the - hopefully - correct scene. This should start the script, but unfortunately we do not yet support IHNM script loading so it won't work yet. svn-id: r15880
2004-11-25Initialize variable to avoid warning and possibly undefined behaviour.Torbjörn Andersson
svn-id: r15879
2004-11-24fix for bug 928791: BS1: 'Freeze' at hospitalRobert Göffringmann
svn-id: r15878
2004-11-24Added the voice-overs and partial subtitles for the IHNM intro monologue.Torbjörn Andersson
svn-id: r15877
2004-11-24Added the next piece of music, to go along with AM's rantings. I'llTorbjörn Andersson
probably add some more of AM's speech soon, since that'd give me an incentive to fix the remaining parts of the WAV playback code. I'll see if I can add subtitles as well, like we do for ITE. svn-id: r15876
2004-11-24(Partial) fix for bug #1035690 (COMI: cannon shooting uses a lot of ↵Max Horn
performance) -- remember, busy waiting is almost always bad, esp. when waiting for another thread... svn-id: r15875
2004-11-24Some code transformations (no functional change)Max Horn
svn-id: r15874
2004-11-24Fix a`ll engines. They work, though current fix is just temporary.Eugene Sandulenko
There are plans to add some brains to GameDetector class, which will let us avoid passing detector to init() method. svn-id: r15873
2004-11-23cleanup, follow code conventionsGregory Montoir
svn-id: r15872
2004-11-23sync queen engine with latest OSystem changesGregory Montoir
svn-id: r15871
2004-11-23Next step in transaction implementation. Now it postpones all calls.Eugene Sandulenko
NOTE: This breaks most ports, and they will not pass assertions. If you will fix it (by moving violating OSystem calls to go() method), I'll be grateful. If you don't bother to fix it, there is a workaround. Just comment out beginGFXTransaction() and endGFXTransaction() in backends/sdl/graphics.cpp. This will tunr it off and will use default transaction-less implementation. svn-id: r15870
2004-11-23renamed some HE opcodesGregory Montoir
svn-id: r15869
2004-11-23Moved bootscript loading into go(), where it belongsMax Horn
svn-id: r15868
2004-11-23Revert small part of recent WizImage changes, caused regressions.Travis Howell
svn-id: r15867
2004-11-23Fix compilationEugene Sandulenko
svn-id: r15866
2004-11-23Added Engine::init() method; added return value to Engine::go()Max Horn
svn-id: r15865
2004-11-22Added OSystem::beginGFXTransaction / endGFXTransaction (not yet implemented, ↵Max Horn
though :-) svn-id: r15864
2004-11-22cleanupMax Horn
svn-id: r15863
2004-11-22Renamed unkMessage2 to showMessageDialog; use printString() in ↵Max Horn
script_v100he.cpp, too svn-id: r15862
2004-11-22possible fix for 'bug' #1034715Gregory Montoir
svn-id: r15861
2004-11-22HE wiz update, o90_unknown29 fully implemented.Gregory Montoir
Next step : move all the wiz related stuff to a specific class/struct. svn-id: r15860
2004-11-22- Hopefully fixed MSVC7 and MSVC8 builds for walkthrough removal and FS ↵Jerome Fisher
changes. I don't have these environments to test in, sorry. svn-id: r15859
2004-11-21as the comment suggested, I rearranged the 3DO strip decoding function. ↵Gregory Montoir
Please, someone owning the 3DO games, test that this doesn't cause any regressions ! svn-id: r15858