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2011-09-15PEGASUS: Implement very basic screen updating (new API)Matthew Hoops
2011-09-15PEGASUS: Stub off the base timebase codeMatthew Hoops
This is not tested, and hopefully just works without anymore changes. I hate QuickTime :P
2011-09-10PEGASUS: Implement two of the primitive-based DisplayElementsMatthew Hoops
2011-09-09PEGASUS: Add DisplayElement class and begin porting over the graphics APIMatthew Hoops
2011-09-08PEGASUS: Add and hookup the InputHandler classMatthew Hoops
2011-09-08PEGASUS: Create separate Cursor class for cursorsMatthew Hoops
2011-09-08PEGASUS: Begin loading itemsMatthew Hoops
2011-09-08PEGASUS: Fix stupid bugs in the item codeMatthew Hoops
2011-09-07PEGASUS: Add Idler frameworkMatthew Hoops
2011-09-07PEGASUS: Remove unused MMAction classMatthew Hoops
2011-09-06PEGASUS: Implement two of the base input classesMatthew Hoops
2011-09-06PEGASUS: Properly handle regions in hotspotsMatthew Hoops
2011-09-05PEGASUS: Restructure remaining MMShell code into the base codeMatthew Hoops
MMTimeValue has been removed, as Common::Timestamp will just be used instead
2011-09-05PEGASUS: Remove unused MMResourceFile codeMatthew Hoops
We'll just use our resource code instead
2011-09-05PEGASUS: Cleanup and hookup the notification codeMatthew Hoops
2011-09-05PEGASUS: Stub off spot sound codeMatthew Hoops
2011-09-04PEGASUS: Fix bug in the creditsMatthew Hoops
Not that this code will be final (in all likelihood :P)
2011-09-04PEGASUS: Implement very basic hotspot loadingMatthew Hoops
Need to get more complex regions loaded, though... will be a major problem
2011-09-04PEGASUS: Implement more item codeMatthew Hoops
2011-09-02PEGASUS: Restructure remaining (already converted) Game Shell classesMatthew Hoops
2011-09-02PEGASUS: Begin restructuring the game state classesMatthew Hoops
The entire game state should now be functional
2011-09-01PEGASUS: Implement some more neighborhood codeMatthew Hoops
2011-09-01PEGASUS: Implement basic neighborhood resource parsingMatthew Hoops
2011-08-26Merge remote branch 'upstream/master' into pegasusMatthew Hoops
2011-08-27AGOS: Fix load/save issues in Waxworks, which were caused by error in ↵Travis Howell
loadRoomItems.
2011-08-26CONFIGURE: Fixes to MacPort detectionEugene Sandulenko
2011-08-26CONFIGURE: Add support for building under MacPortsEugene Sandulenko
2011-08-26CONFIGURE: Fix indentationEugene Sandulenko
2011-08-26TSAGE: Minor tweaks to the new code for ANIM_MODE_9Paul Gilbert
2011-08-26TSAGE: Implemented the new ANIM_MODE_9 animation modePaul Gilbert
2011-08-26CGE: Fix compiler warningsPaul Gilbert
2011-08-26GOB: Add cheat output for Geisha's mastermindSven Hesse
2011-08-26GOB: Add a console command to dump the whole variable spaceSven Hesse
2011-08-26TSAGE: Further bugfix for SynchronizedList template changesPaul Gilbert
2011-08-26TSAGE: Hopeful bugfix for compilation errors on other systemsPaul Gilbert
2011-08-26TSAGE: Implemented lots more Blue Force functionality, and started on first ↵Paul Gilbert
in-game scene
2011-08-26SCI: Fixed bug #3311911 - "SCI: QFG3: Intro music abruptly stops"Filippos Karapetis
2011-08-26GOB: Add oGeisha_checkDataSven Hesse
2011-08-26GOB: Implement oGeisha_caress1 and oGeisha_caress2Sven Hesse
Used in the Mastermind minigame in Chapter 2: Caress
2011-08-26GOB: Stub the Geisha minigame "Diving"Sven Hesse
2011-08-26GOB: Stub the Geisha minigame "Penetration"Sven Hesse
2011-08-26GOB: Oops, don't skip vital parts of the scriptSven Hesse
The paramater count is already read in oGeisha_goblinFunc...
2011-08-26GOB: Add Geisha AdLib music opcodesSven Hesse
adlibPlay() is commented out for now, until Strangerke fixes the MDYPlayer. :P
2011-08-26GOB: Fix the Geisha cursorSven Hesse
2011-08-26GOB: Actually, we do support 16 color fadingSven Hesse
2011-08-26GOB: Fix EGA palette animationSven Hesse
The Geisha intro is now watchable
2011-08-26GOB: Add inter_geisha.cpp and implement oGeisha_loadSoundSven Hesse
Geisha's intro shows now (with glitches, palette animation fail?) and the game is playable.
2011-08-26GOB: Geisha seems to be EGA-onlySven Hesse
The menu in Geisha shows now. It crashes when something is clicked though; the loadSound opcode is probably different.
2011-08-26GOB: Fix 0OT resource loading, used in GeishaSven Hesse
0OT are compressed TOT files. The compression flag in the STK header is *not* set, and 0OT files are compressed in chunks, not as a whole.
2011-08-26SCI: Fixed bug #3366295 - "SCI: User-translated files are ignored"Filippos Karapetis
Thanks to tinekefrineke and tdhs for pinpointing the actual problem in the resource manager