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2005-10-14Adjust array ids in HE80+ games, to match original.Travis Howell
Otherwise array aren't always nuked by scripts. svn-id: r19082
2005-10-14Oops. Fixes a bug with wrong filename for intro text in english version.Johannes Schickel
Also gets rid of GF_KYRA* since GI_KYRA* should be used instead. And last but not least fixes text drawing while Kallaks writing scene. svn-id: r19081
2005-10-14Added missing -framework CoreMIDIMax Horn
svn-id: r19080
2005-10-14Removed very old GP32 hack (any new port would have to revise this code ↵Max Horn
anyway); disabled some more V7/V8 code conditionally svn-id: r19079
2005-10-14Don't hardcode platform code stringsMax Horn
svn-id: r19078
2005-10-14cleanup (really would like to unify all those typedef's eventually; maybe we ↵Max Horn
can use inttypes.h on some systems?) svn-id: r19077
2005-10-14loadFlObject() should use object index, when checking if object is already ↵Travis Howell
loaded. Matches original games and prevent multiple load of same flObject in HE games. svn-id: r19076
2005-10-14I have to make this tool available. Without it, the SKY.CPT file can't be ↵Robert Göffringmann
included in debian. Beware, it's full of shit and dirty hacks as I was never even dreaming about making either the source or binary public. But this has to be sufficient as I don't see the point in wasting my time rewriting a tool that noone needs in a clean way. svn-id: r19075
2005-10-14Eliminate ite-demo and ihnm-demo targets as we do in SAGA. Just use plainEugene Sandulenko
ite and ihnm respectively. Sorry, but I had to do it before release, no autoupgrade as games weren't supported only in developer's version. Fix bug #1297365 "ITE: Game detection is broken". Now it distinguishes between DOS CD and Win CD, though it uses platform and language settings from .ini to do the choice. I.e current games need to be redetected. Though only these 2 games are affected. I.e. they have exactly same resource files, just Windows release adds up external patches. These patches cannot be added to detection as they're stored in subdirectories. Also I resolved problem between ite-demo-win and ite-demo-linux where latter is a superset of former. I.e. it has all files which win demo has plus one additional. And if you try to detect Linux demo it shows you both. Of course this could be handled by upper solution, but to make sure I count number of required files for matched versions and remove those which do not have max number of files. I.e. if 2 games matched and one requires 4 and another one requires 5 files, then we have 5 files matched which certainly points to second game not the first. svn-id: r19074
2005-10-14Added Linux platform. Now it is used by some ITE version and is requiredEugene Sandulenko
for proper game identification (21 subtle distinct versions of same game which still require individual flags is not a joke) cvs: ---------------------------------------------------------------------- svn-id: r19073
2005-10-14HE games store and restore locked FlObjects between rooms.Travis Howell
Fixes input issue in thinker1. svn-id: r19072
2005-10-14Add language and platform to game description and use that accross the source.Eugene Sandulenko
That eliminates GF_LANG_DE and GF_MAC_RESOURCES. svn-id: r19071
2005-10-13Workaround for bug #1310846 "DIG: Text bug in intro". Proper fix maybeEugene Sandulenko
will be never needed not to mention that it will require to add much logic to code which will be used just once just for single release of the game. (and if somebody will have patience to watch intro to the end) svn-id: r19070
2005-10-13Add possibility to see exact md5s of your game and save when they don'tEugene Sandulenko
match. It's on debuglevel 1. svn-id: r19069
2005-10-13Committed patch #1325945 ( KYRA: md5 game detection ) with a few changesJohannes Schickel
and added the story picture in the intro. svn-id: r19068
2005-10-13Patch from wjp which fixed parser operands and now protection screen alwaysEugene Sandulenko
shows numbers, not just rotation of them. Still no screen updated during the process. svn-id: r19067
2005-10-13Improved savefile error handling:Marcus Comstedt
* New flush() method in WriteStream class to flush pending I/O, in order to detect any I/O errors * Use of flush() and ioFailed() added to scumm engine save function * Dreamcast backend extended to support the new checks svn-id: r19066
2005-10-13Some cleanup. Updated mouse position on EVENT_RBUTTONDOWN for WinCE and ↵Gregory Montoir
PalmOS, does it help bug #1293385 ? svn-id: r19065
2005-10-13Rewrite of the script interpretation class:Johannes Schickel
- Now only one instance is needed for many scripts - Fixed a few command procs, but lacks opcode caller implementation svn-id: r19064
2005-10-13This message is much too annoying to be a printf(). I should know -- ITorbjörn Andersson
added it. ;-) svn-id: r19063
2005-10-13It should not be a fatal error if allocate_part() fails. As far as ITorbjörn Andersson
understand, it just means that the currently active parts are too important (i.e. have too high priority) to throw out for this new one. This makes bugs #1325060 and #1325487 less severe. svn-id: r19062
2005-10-13Objects were not been swapped in HE games.Travis Howell
svn-id: r19061
2005-10-13Added note about possible BS2 alignment problems that I wish I had beenTorbjörn Andersson
told about much earlier. svn-id: r19060
2005-10-13Set _HEAPOK to correct value,if using earlier mingw-runtime.Travis Howell
svn-id: r19059
2005-10-13Sync with upstream. It has checks for some 64bits systems.Eugene Sandulenko
svn-id: r19058
2005-10-12o Add fate to obsolete targets. It was just an oversightEugene Sandulenko
o Make generateSubstResFileName more portable. I wonder how it worked in the past at all. svn-id: r19057
2005-10-12Patch from wjp #1325224 "Fix for Gobliiins 1 EGA crash on game-over"Eugene Sandulenko
which fixes bug #1324814 "GOB1 ega: lock up when game is over" svn-id: r19056
2005-10-1268k modules and frontend prefix filesChris Apers
svn-id: r19055
2005-10-12Fix bug #1316605 "DIG: some saved games crash scummvm". Actually it'sEugene Sandulenko
aquadran's fix. svn-id: r19054
2005-10-12Manage palmos versionsChris Apers
svn-id: r19053
2005-10-12- Removed cache since new stdio functions do itChris Apers
- Renamed class. Will be remove when new backends will be done svn-id: r19052
2005-10-12Added volume parameterChris Apers
svn-id: r19051
2005-10-12Little changeChris Apers
svn-id: r19050
2005-10-12Added GoLCD supportChris Apers
svn-id: r19049
2005-10-12Not neededChris Apers
svn-id: r19048
2005-10-12Added getVolume() (what the hell with these newlines :\ )Chris Apers
svn-id: r19047
2005-10-12Revamped PocketTunes supportChris Apers
svn-id: r19046
2005-10-12Added battery infoChris Apers
svn-id: r19045
2005-10-12Added grabPaletteChris Apers
svn-id: r19044
2005-10-12Added battery info and 'Fight mode' OSD messageChris Apers
svn-id: r19043
2005-10-12Ease 68K/ARM communicationChris Apers
svn-id: r19042
2005-10-12New backendsChris Apers
svn-id: r19041
2005-10-12PalmOS ARM tooChris Apers
svn-id: r19040
2005-10-12PalmOS : Reorder resource file names so that I can save data segment spaceChris Apers
svn-id: r19039
2005-10-12Not neededChris Apers
svn-id: r19038
2005-10-12Applied patch #1320381 (KYRA: Adds speech support to CD version)Johannes Schickel
- changed the seq player - added cdrom version data - changed the resource loader a bit svn-id: r19037
2005-10-12Updated info savegame chunk:Johannes Schickel
- now we save the date and time(although in localtime) in the same format as we pass it to the dialog (See "ATTN: Porters. Notes about time() implementation and thumbnails" on -devel) - old format is kept for compatibility for older ScummVM versions svn-id: r19036
2005-10-12fix #1324803 ITE: Freeze during stormAndrew Kurushin
svn-id: r19035
2005-10-12Edited credits files:Johannes Schickel
- added new engines (Gob + Kyra) to other devs description - moved LordHoto to dev team svn-id: r19033
2005-10-12Looks like my pitch wheel change still has the ability to break things. SeeTorbjörn Andersson
bug #1324103. I've changed it - again - so that now it only centers the pitch wheels on unload if a new mpCenterPitchWheelOnUnload property has been set. Currently only the SAGA engine does that, so if it still breaks it only breaks SAGA. I've also fixed what looked like an unintentional fall-through in the MidiParser::property() function. Surently that can't cause any new regressions? Please. svn-id: r19032