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2004-09-10Save game changes for HE80+ games.Travis Howell
svn-id: r14985
2004-09-09Change needed for HE 71 too.Travis Howell
svn-id: r14984
2004-09-09Use screen width, not hard coded value.Travis Howell
svn-id: r14983
2004-09-09CorrectionTravis Howell
svn-id: r14982
2004-09-09correctionGregory Montoir
svn-id: r14981
2004-09-09Add HE 70 version changes.Travis Howell
svn-id: r14980
2004-09-09CorrectionsTravis Howell
svn-id: r14979
2004-09-09Fix bug in ScummEngine_v7he::getCharsetOffset()Eugene Sandulenko
svn-id: r14978
2004-09-09OopsTravis Howell
svn-id: r14977
2004-09-09OoopsTravis Howell
svn-id: r14976
2004-09-09DuplicateTravis Howell
svn-id: r14975
2004-09-09Add later spy fox 1 version.Travis Howell
svn-id: r14974
2004-09-09Fix dog regression.Travis Howell
svn-id: r14973
2004-09-09Add extra opcodes for freddi2Travis Howell
Allow akos to play any actor sound. svn-id: r14972
2004-09-09Minor correctionTravis Howell
svn-id: r14971
2004-09-09Disable for nowTravis Howell
svn-id: r14970
2004-09-09Cases don't exist in HE80.Travis Howell
svn-id: r14969
2004-09-09Implement HE 80+ wiz-based cursors. Current implementation is a dirtyEugene Sandulenko
hack because drawWizImage has much more code in these games comparably to 72 games. Also they pass cursor parameters in a quite obscure way. svn-id: r14968
2004-09-08Add missing section for C022Travis Howell
svn-id: r14967
2004-09-08Semi-working akos codec32.Eugene Sandulenko
svn-id: r14966
2004-09-08some AKOS tweaks for HE72/80Gregory Montoir
svn-id: r14965
2004-09-08Fix pjs-demoTravis Howell
svn-id: r14964
2004-09-08Add freddi3 target.Eugene Sandulenko
svn-id: r14963
2004-09-08Should be reading array id resource.Travis Howell
svn-id: r14962
2004-09-08Fix array issue.Travis Howell
svn-id: r14961
2004-09-08Fingolfin's suggested fix for bug #1004919.Torbjörn Andersson
svn-id: r14959
2004-09-08Fixed evil regression #2. Restarting the game, or using the "start" debugTorbjörn Andersson
command, would close the global script variables and player object resources, without reopening them again. This made them fair game for the resource expiration mechanism. The player object is probably referenced often enough to stay alive, but the variables died on me pretty quickly, causing ScummVM to crash. I've also added a "reslist" debug command to make this sort of things easier to spot. By default it only lists resources with refCount > 0. Use "reslist 0" to see all the cached resources as well. svn-id: r14958
2004-09-08Lower debug levelTravis Howell
svn-id: r14957
2004-09-08Caused crash.Travis Howell
svn-id: r14956
2004-09-08No shadow palette in later games.Travis Howell
svn-id: r14955
2004-09-08Verified values.Travis Howell
No extra object data in later HE games. svn-id: r14954
2004-09-08Add extra index types.Travis Howell
Remove duplicate code. svn-id: r14953
2004-09-08Add more akos codes for HE80+.Travis Howell
svn-id: r14952
2004-09-07Fixed debug output.Torbjörn Andersson
svn-id: r14951
2004-09-07Should be HE99Travis Howell
svn-id: r14950
2004-09-07Add targetTravis Howell
svn-id: r14949
2004-09-07Add casesTravis Howell
svn-id: r14948
2004-09-07Add caseTravis Howell
svn-id: r14947
2004-09-07Add opcodeTravis Howell
svn-id: r14946
2004-09-07Load talkie blockTravis Howell
svn-id: r14945
2004-09-07ah of course...Jonathan Gray
svn-id: r14944
2004-09-07OoopsTravis Howell
svn-id: r14943
2004-09-07Add HE 98 versionTravis Howell
svn-id: r14942
2004-09-07Add another opcode/stubTravis Howell
svn-id: r14941
2004-09-07add some he c++ engine related changes. For some reason the cpp versions of ↵Jonathan Gray
spydemo and timedemo aren't getting _heversion set correctly svn-id: r14940
2004-09-07Add index for HE C++ games.Travis Howell
Enable all HE games again. svn-id: r14939
2004-09-07Correct opcodeTravis Howell
svn-id: r14938
2004-09-07Much like an early civilization with no concept of the number zero, theTorbjörn Andersson
new memory manager didn't have the concept of the NULL pointer. Now it does. If ScummVM ever crashed for you when using the phone early in the game, this patch hopefully fixes that bug. (If it didn't crash for you, memory block zero was still allocated, so 0 still decoded to a valid pointer.) svn-id: r14937
2004-09-07More casesTravis Howell
svn-id: r14936
2004-09-07Switch to cases, to catch any missing cases.Travis Howell
svn-id: r14935