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2018-12-08GLK: Added WindowStream put methodsPaul Gilbert
2018-12-08GLK: Renaming of window classes fieldsPaul Gilbert
2018-12-08GLK: Start of window character outputPaul Gilbert
2018-12-08GLK: SCOTT: Add detection for other gamesPaul Gilbert
2018-12-08GLK: Remove duplicated Windows fields that are now in ConfPaul Gilbert
2018-12-08GLK: Further config loadingPaul Gilbert
2018-12-08GLK: Setting up of configuration loadingPaul Gilbert
2018-12-08GLK: Adding stream open/closingPaul Gilbert
2018-12-08GLK: Starting to flesh out stream classesPaul Gilbert
2018-12-08GLK: Skeleton implementation of window text streamPaul Gilbert
2018-12-08GLK: Fixes for window initializationPaul Gilbert
2018-12-08GLK: Added glk_set_windowPaul Gilbert
2018-12-08GLK: Remaining window rearrange codePaul Gilbert
2018-12-08GLK: Window setup for text buffer windowsPaul Gilbert
2018-12-08GLK: Added setup of text grid windowsPaul Gilbert
2018-12-08GLK: Add window creationPaul Gilbert
2018-12-08GLK: Detect presence of game file in detectGamesPaul Gilbert
2018-12-08GLK: Add detection logic needed for engine startupPaul Gilbert
2018-12-08ENGINES: Add optional extra configuration entries when creating new targetsPaul Gilbert
2018-12-08GLK: SCOTT: Adding game detection codePaul Gilbert
2018-12-08GLK: SCOTT: Minor stream and event loop fixesPaul Gilbert
2018-12-08GLK: SCOTT: Initial conversion of ScottFreePaul Gilbert
2018-12-08GLK: Interpreters now derive from GargoyleEngine via GlkPaul Gilbert
2018-12-08GLK: More outer engine structure, and cleanupPaul Gilbert
2018-12-08GLK: Added stubs for Glk methodsPaul Gilbert
2018-12-08GLK: Added Glk enums and structuresPaul Gilbert
2018-12-08GLK: Refactor Glk to derice from InterpreterPaul Gilbert
2018-12-08GLK: Add stub classes for sub-engine componentsPaul Gilbert
2018-12-08GLK: Initial skeleton enginePaul Gilbert
2018-12-06BUILD: Re-introduce hardcoded libz and MAD on DreacmastMarcus Comstedt
The attempts at making a more accurate auto-detection have been postponed, so put the hardcoded enablers back for now.
2018-12-06BUILD: Revert f4fe15fd4d and a85be202deMarcus Comstedt
More work is needed to make this function correctly with SDL on MinGW. Reverting for now.
2018-12-05BUILD: Also add $LIBS in cc_check()Marcus Comstedt
This should hopefully fix the problems caused by -Dmain=SDL_main in the MinGW build.
2018-12-05BLADERUNNER: Add in-game saving screenPeter Kohaut
2018-12-05SCI32: Update QFG4 script patch description (#1433)sluicebox
2018-12-05SCI: Use Common::strlcpy instead of custom strlcpy-equivalentColin Snover
2018-12-05SCI: Fix incorrect ifdef name in Video32Colin Snover
2018-12-05SCI: Silence more incorrect audio patch type warningsColin Snover
2018-12-05SCI: Stop sleeping if the game is trying to quitColin Snover
This applies to any sleep, but is particularly noticeable in games that send SysEx messages to MT-32, which add delays by sleeping in order to avoid buffer overflows in the device firmware.
2018-12-04WIN32: Fix missing line ending in the FileDescription tagLothar Serra Mari
2018-12-04WIN32: Update FileDescription flag in scummvm.rcLothar Serra Mari
This fixes https://bugs.scummvm.org/ticket/10817
2018-12-04BUILD: Add $DEFINES and $INCLUDES in cc_check()Marcus Comstedt
When actually compiling things Makefile.common adds these variables to the command line, so they should be there when testing if something can be compiled as well, otherwise we could get both false negatives and positives. This fixes detection of zlib and MAD on Dreamcast, when installed in $RONINDIR.
2018-12-04ILLUSIONS: DUCKMAN: Add support for the demo version (#1413)Cameron Cawley
2018-12-03SCI32: Fix QFG4 copy protection crash, bug #10773 (#1431)sluicebox
2018-12-03SCI: fix full view remap effect (#1432)Kawa
2018-12-03SCI32: Fix GK1 knitting basket obstacle bug #10707 (#1426)sluicebox
Fixes an obstacle not always being added to a room
2018-12-03I18N: Regenerate translations data fileThierry Crozat
2018-12-02SCI: Add some TODOs for better handling of wrong / missing resourcesFilippos Karapetis
2018-12-02SCI: Mark several pathfinding related patches as workaroundsFilippos Karapetis
The issues that these patches correct are caused by differences in our pathfinding algorithm, compared to Sierra's
2018-12-02SCI: Fix LB2 Yvette/Tut missing sync resource (#1373)sluicebox
Fixes a missing resource in the game. bug #9956
2018-12-02SCI: Fix SQ5 drive bay pathfinding, bug #7155 (#1428)sluicebox
Works around a pathfinding algorithm edge case