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2004-03-03sdl-config --static-libs finally works in SDL 1.2.7, make use of itMax Horn
svn-id: r13172
2004-03-03Add SDL information to track driver problemsNicolas Bacca
svn-id: r13171
2004-03-03fix for normal/default scaler behavior (not yet tested)Max Horn
svn-id: r13168
2004-03-03unsigned ints are always >= 0 (fix warnings)Max Horn
svn-id: r13167
2004-03-03Add back HE sound differences for AKOS.Travis Howell
Remove old define Avoid crash if using demo script in maniac (Enchanced) svn-id: r13166
2004-03-03Set the wantFade variable in initialize() as well. Otherwise it'll be falseTorbjörn Andersson
if you use the start-up dialog to restore an old savegame. svn-id: r13164
2004-03-03That should have been maniac specific.Travis Howell
svn-id: r13163
2004-03-03Adjustments for Enchanced Maniac Mansion demo.Travis Howell
svn-id: r13161
2004-03-03Adjustments for Enchanced Maniac Mansion demo.Travis Howell
svn-id: r13160
2004-03-02cleanup. soundlist originaly is shifted and started at 1 not as in scummvm ↵Paweł Kołodziejski
at 0, match as rest of scummvm code : start at 0 svn-id: r13157
2004-03-02Display keyboard when savingNicolas Bacca
svn-id: r13156
2004-03-02synced local imuse. many bug fixes, and few new bugs :)Paweł Kołodziejski
svn-id: r13153
2004-03-02Display keyboard when savingNicolas Bacca
svn-id: r13151
2004-03-02updatePaweł Kołodziejski
svn-id: r13147
2004-03-02FLAC supportChris Apers
svn-id: r13146
2004-03-02640x480 games not supported on PalmOSChris Apers
svn-id: r13145
2004-03-02ObsoleteChris Apers
svn-id: r13144
2004-03-02Not 640 x 480 until HE7Travis Howell
svn-id: r13142
2004-03-02Not DOS specific anymore.Travis Howell
svn-id: r13141
2004-03-02Move to HE6Travis Howell
svn-id: r13140
2004-03-02Removed the test for non-existing demo cutscenes: param[0] is an offsetTorbjörn Andersson
into the chunk of memory handled by the memory manager, not a well-defined value. Also, it introduced a theoretical memory leak as fnPlaySequence() wouldn't get to clean up after itself. The correct place for this check is probably in MoviePlayer::play(), where you can test the name of the cutscene. On the other hand, the original demo will gladly play eye.smk if there is one, so why shouldn't we? svn-id: r13139
2004-03-02Ooops, just move everyting used by HE6 to HE6.Travis Howell
svn-id: r13137
2004-03-02Divide up some code for HE6 and HE7Travis Howell
svn-id: r13136
2004-03-02Avoid duplicate targetsTravis Howell
svn-id: r13135
2004-03-02Implemented more HE opcode stringLen and added stub for opcode F4Eugene Sandulenko
svn-id: r13134
2004-03-02Update HE games listTravis Howell
Keep games divded by versions svn-id: r13133
2004-03-02Exclude some var settings for HE7Travis Howell
svn-id: r13132
2004-03-02Remove fixmeTravis Howell
svn-id: r13131
2004-03-02Add better check for HE resource differences.Travis Howell
Move stringLen to HE7. svn-id: r13130
2004-03-02Make use of GF_WINDOWS in HE gamesEugene Sandulenko
svn-id: r13129
2004-03-02Introduced new platform GF_WINDOWS. Used for HE games. GF_PC is DOSEugene Sandulenko
svn-id: r13128
2004-03-02oopsEugene Sandulenko
svn-id: r13127
2004-03-02Implemented some HE specific opcodesEugene Sandulenko
Added some HE GIDs svn-id: r13126
2004-03-01Update comment on runInventoryScript() argument in setOwnerOf().Eugene Sandulenko
svn-id: r13125
2004-03-01Got rid of the Sam & Max inventory hack. This fixes at least one aspect ofTorbjörn Andersson
bug #907113. See also bug #493153 for the origins of the hack. It would be very nice if we could get this fix into 0.6.0 as well, because bug #907113 crashes ScummVM for reasons which escape me. But someone will have to verify that the fix is correct first. Pretty please...? svn-id: r13124
2004-03-01Fix for bug #907280: Mouse glitches and crashes (Regression)Max Horn
svn-id: r13123
2004-03-01fixed dep file loadingMax Horn
svn-id: r13122
2004-03-01default to 1x for all of the active hev7 targetsJonathan Gray
svn-id: r13121
2004-03-01When scrolling, force a full redraw not only when the scroll offset changesTorbjörn Andersson
but also on the first frame where it doesn't. This is necessary because parallax layers may be drawn on the *old* scroll offset (for reasons unknown to me). To see the bug, walk right from the first screen until you reach the tree. Notice how the part of the tree you walk behind gets redrawn slightly to the left. svn-id: r13120
2004-03-01Display keyboard when savingNicolas Bacca
svn-id: r13118
2004-03-01Enable some HE target to test with.Travis Howell
svn-id: r13116
2004-03-01Add stubTravis Howell
svn-id: r13115
2004-03-01Correct targetTravis Howell
svn-id: r13114
2004-03-01Remove double check, all later games are 640 x 480.Travis Howell
svn-id: r13113
2004-03-01HE V7 games are 640x480. Now game forwards much further. Still no graphics, ↵Eugene Sandulenko
though. svn-id: r13112
2004-03-01HE7 resolution is 640 x 480.Travis Howell
svn-id: r13111
2004-03-01Add HE7 varsTravis Howell
svn-id: r13110
2004-03-01Move decodeParseString to script_v7he.cpp where it really belongs to.Eugene Sandulenko
svn-id: r13109
2004-03-01Started work on Freddi Fish. Since it is SPU version 7, added new class.Eugene Sandulenko
Implemented some SPUv7 specific opcodes svn-id: r13108
2004-03-01Fix from Roever for bug #892827James Brown
svn-id: r13107