Age | Commit message (Collapse) | Author | |
---|---|---|---|
2012-06-11 | SCUMM: Fix basketball ini name | Matthew Hoops | |
2012-06-11 | GOB: Fix an AmigaOS compile error | Sven Hesse | |
Should close bug #3534287. | |||
2012-06-11 | GOB: Update list of games in the comment | Sven Hesse | |
2012-06-11 | README: Update Gob game list | Sven Hesse | |
2012-06-11 | GOB: Don't recalculate the AdLib frequencies table on every player reset | Sven Hesse | |
2012-06-11 | SCI: Bugfix for negative numbers in kString(at) | Filippos Karapetis | |
Fixes one of the bugs in the savegame selection screen in Phantasmagoria | |||
2012-06-11 | SCI: Add more verbose debug output for DoAudio in SCI2.1 | Filippos Karapetis | |
2012-06-11 | GOB: Play the music on the title screen of Gob1 EGA | Sven Hesse | |
The EGA version of Gobliiins comes with an MDY track. While the original doesn't play it, we thought it might be a nice idea to play it nevertheless. | |||
2012-06-11 | NEWS: Mention Gob news for 1.5.0 | Sven Hesse | |
2012-06-11 | GOB: Hook up the MDY player in Geisha | Sven Hesse | |
2012-06-11 | GOB: Hook up the MDY player in Fascination | Sven Hesse | |
2012-06-11 | GOB: Rewrite the AdLib players | Sven Hesse | |
This is a complete rewrite of the AdLib players for ADL and MDY/TBR files in the Gob engine. Major changes 1) The AdLib base class is now completely separated from all file format code and can theoretically be used by any OPL2-based format (within reason) 2) The new code is far better documented and more readable 3) The MDY player now actually works. The MDY/TBR format is in reality the MUS/SND format created by AdLib as a simpler alternative to the ROL format 4) Since the MAME emulator is quite buggy and leads to noticable wrong percussion in the Gobliins 2 title music, the new AdLib player will try to create a DOSBox OPL. If it's not compiled in, or if the user configured opl_driver to "mame", it will print out appropriate warnings. | |||
2012-06-10 | TOON: Minor type fixes and cleanups in Pathfinding class. | D G Turner | |
2012-06-10 | TOON: Migrate Pathfinding Path Buffers to Common::Point. | D G Turner | |
This removes the need for i32Point, which used int32, instead of the int16 of Common::Point. Since the co-ordinates passed in are in int16, this is safe. Tested with no regressions. Also, removed return value from walkLine function as it always returned true. | |||
2012-06-10 | TOON: Migrate Pathfinding API x,y coordinates to int16. | D G Turner | |
This harmonises the usage with Common::Point. | |||
2012-06-10 | GUI: Refactor default savegame description creation. | Johannes Schickel | |
Formerly the GMM, AGI and SCI duplicated the logic for USE_SAVEGAME_TIMESTAMP. Now I added a method to SaveLoadChooser instead, which takes care of this. This might not be the best placement of such a functionality, thus I added a TODO which talks about moving it to a better place. | |||
2012-06-10 | GUI: Add helper to SaveLoadChooser, which uses the currently active target. | Johannes Schickel | |
This reduces the code duplication in all client code, which formerly duplicated the querying of the plugin, game id etc. and now simply calls the newly added method runModalWithCurrentTarget() on a SaveLoadChooser object. | |||
2012-06-10 | PARALLACTION: Do not call close on a SaveLoadChooser. | Johannes Schickel | |
2012-06-10 | MOHAWK: Do not call close on SaveLoadChooser. | Johannes Schickel | |
This is actually always called when a dialog closes, thus manual closing is not required. It furthermore is actually *bad* to call this from outside the dialog's code, since it will remove the top dialog from the dialog stack and thus mess up the GUI in case multiple dialogs are opened. | |||
2012-06-10 | GUI: Get rid of SaveLoadChooser::setSaveMode. | Johannes Schickel | |
We already pass the title and process button name to the constructor of SaveLoadChooser and then do not offer any way of changing it, thus changing the edit mode of the chooser is kind of pointless and was never actually used. Instead we pass the mode on SaveLoadChooser construction now. | |||
2012-06-09 | SCUMM: Create proper engine for heversion 101 | Matthew Hoops | |
Regression from 3968f3194893d88d1a8d73eef535b801e5415765 | |||
2012-06-09 | SCI: Update information on kGetSierraProfileInt | Filippos Karapetis | |
Thanks to LePhilousophe for his feedback and observations on this | |||
2012-06-09 | TOON: Minor cleanups in Pathfinding class. No functional change. | D G Turner | |
2012-06-09 | SCI: Initial implementation of AddLine, UpdateLine, DeleteLine | Filippos Karapetis | |
2012-06-09 | TOON: Replace Pathfinding retPath static buffers with Common::Array. | D G Turner | |
2012-06-09 | TOON: Replace Pathfinding _tempPath static buffers with Common::Array. | D G Turner | |
2012-06-09 | SCI: Handle translucent text planes | Filippos Karapetis | |
Fixes the incorrect flood fill in the Rada Drums screen in GK1 | |||
2012-06-08 | Merge pull request #243 from lordhoto/cursor-no-scale | Eugene Sandulenko | |
ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" logic. | |||
2012-06-09 | SCUMM: Add HE101 version, for debugInput opcode difference in some HE100 games. | Travis Howell | |
2012-06-08 | NEWS: Fix a typo | Matthew Hoops | |
2012-06-09 | NEWS: Add Geisha to the supported games | Sven Hesse | |
2012-06-08 | SCUMM: Implement listing playbook files in football2002 | Matthew Hoops | |
2012-06-08 | SCUMM: Stub off other football2002 u32 opcodes | Matthew Hoops | |
2012-06-08 | SCUMM: Give football u32 opcodes proper names | Matthew Hoops | |
2012-06-08 | SCI: Handle resource ID -1 when setting the palVary resource | Filippos Karapetis | |
Fixes several wrong colors in SQ6 | |||
2012-06-08 | SCI: Fix mouse up events | Willem Jan Palenstijn | |
Regression from 906f0248317e1a4167190a666fe308a09334bfac. Fixes bug #3533069. | |||
2012-06-08 | GOB: Implement shooting in Penetration | Sven Hesse | |
Geisha's Penetration minigame should be complete now. This also means that Geisha is now basically complete. The only thing missing is the MDYPlayer, but since the music is only played once during the title screen, and it has a PCM-based fallback (which is currently played), this is low priority. | |||
2012-06-08 | GOB: Rewrite "pathfinding" and implement moving enemies | Sven Hesse | |
Since shooting does not yet work, we're just getting mauled by them... | |||
2012-06-07 | TINSEL: Remove unused member _scheduler in TinselEngine. | Johannes Schickel | |
This is a leftover from before the move of the coroutine code. | |||
2012-06-07 | COMMON: Make CoroutineScheduler's constructor and destructor private. | Johannes Schickel | |
CoroutineSchedule is a singleton, thus it should not be possible to create a custom instance of it. | |||
2012-06-07 | COMMON: Slightly adapt coroutine code to better match our guidelines. | Johannes Schickel | |
I used astyle here, which automatically removes the use of tabs in comments. | |||
2012-06-07 | COMMON: Move coroutine documentation to the header file. | Johannes Schickel | |
2012-06-07 | TOON: Further cleanup to Pathfinding Class. | D G Turner | |
Removal of some unused variables, logical reordering of functions and minor changes to reduce minor duplication. No functional changes. | |||
2012-06-07 | TOON: Reduce unecessary linkages in Pathfinding class. | D G Turner | |
2012-06-07 | TOON: Remove unecessary usages of g_system. | D G Turner | |
2012-06-07 | TOON: Minor cleanup and formatting fixes to Pathfinding class. | D G Turner | |
2012-06-07 | SCI: Initial implementation of kScrollWindow, used in some SCI21 games | Filippos Karapetis | |
This is used in LSL6 hires and SQ6. This initial implementation is hackish and only works in SQ6 (nothing is shown in LSL6) | |||
2012-06-07 | TOON: Move PathFindingHeap API to use int16 for x,y coordinates. | D G Turner | |
The internal x,y point representation was already changed to int16 anyway, so this just harmonises this with the external API (and with Common::Point which uses int16). | |||
2012-06-07 | AGOS: Fix compiling AGOS game engine, when AGOS2 is disabled. | Travis Howell | |
2012-06-07 | GOB: Hook up the Penetration minigame in the cheater | Sven Hesse | |