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2011-08-30DREAMWEB: 'getexpos' ported to C++Bertrand Augereau
2011-08-30DREAMWEB: More reversing of DynObject structBertrand Augereau
2011-08-30DREAMWEB: 'showallex' ported to C++Bertrand Augereau
2011-08-29MOHAWK: Fix using the Mac binary for Riven cursorsMatthew Hoops
2011-08-29DREAMWEB: 'addpeoplelist' takes a ReelRoutine* paramBertrand Augereau
2011-08-29DREAMWEB: 'showgamereel' gets a ReelRoutine* as parameterBertrand Augereau
2011-08-29DREAMWEB: 'addtopeoplelist' ported to C++Bertrand Augereau
2011-08-29TSAGE: Added Ringworld specific dialogs filePaul Gilbert
2011-08-29GOB: Add a workaround for some of Geisha's textboxesSven Hesse
Geisha often displays text while it loads a new TOT. Back in the days, this took long enough so that the text could be read. Since this isn't the case anymore, we'll wait for the user to press a key or click the mouse.
2011-08-29TSAGE: Implemented the Blue Force right-click dialogPaul Gilbert
2011-08-29DREAMWEB: 'printmessage' ported to C++Bertrand Augereau
2011-08-29GOB: Fix the display length of "You can't use that" texts in GeishaSven Hesse
2011-08-29GOB: Implement saving/loading for GeishaSven Hesse
2011-08-28GOB: Fix Geisha's hotspot checksSven Hesse
2011-08-28GOB: Fix a potential input box bugSven Hesse
2011-08-28GOB: Fix language inconsistencies in GeishaSven Hesse
2011-08-28TSAGE: Added lots of original source names from debugger, further work on ↵Paul Gilbert
first game scene
2011-08-28SCI: Fixed bug #3297883 - "SCI: LB1 (Amiga) - Intro stuck"Filippos Karapetis
2011-08-28AGOS: Fix regression when starting Personal Nightmare, or disabling AGOS2.Travis Howell
2011-08-28SCUMM: setOffHeap uses resource status in HE90+ games.Travis Howell
2011-08-28SCUMM: Add basic support for setOffHeap resource flag in HE90+ games.Travis Howell
2011-08-27AGI: Fix bug #3398171: AGI: SQ1/SQ2: problem entering nameEugene Sandulenko
Was introduced during refactoring to SCI-like opcode handling. Also restored original comments about opcode parameter differences between AGI versions.
2011-08-27NEWS: Mention AGOS now supports InstallShield cabinetsMatthew Hoops
2011-08-27SCUMM: Properly prefix player_towns.h include with scumm/.Johannes Schickel
2011-08-27SCUMM: Also save first used color beyond 80 in Indy4 Amiga palette.Johannes Schickel
2011-08-27Merge pull request #77 from lordhoto/indy4amigaEugene Sandulenko
SCUMM: Implement proper Indy4 Amiga palette handling.
2011-08-27SCUMM: Added some comments about special colors in Indy4 Amiga.Johannes Schickel
2011-08-27Merge pull request #79 from clone2727/agos_cabEugene Sandulenko
AGOS: Add support for loading data from Windows (InstallShield) installer archives
2011-08-27MOHAWK: Stop the engine sound when Myst's generator voltage goes down to ↵Bastien Bouclet
zero (patch from P. Monnerat)
2011-08-27MOHAWK: Fix incorrect cursor in D'ni (patch from P. Monnerat)Bastien Bouclet
2011-08-27MOHAWK: Implement channelwood var getter 31 (patch from P. Monnerat)Bastien Bouclet
2011-08-27NEWS: Mention the PS3 portBastien Bouclet
2011-08-27MOHAWK: Implement fading for Myst DemoBastien Bouclet
2011-08-27AGOS: Integrate InstallShield support.Travis Howell
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
2011-08-26SCUMM: Save Indy4 Amiga specific palettes like the original did.Johannes Schickel
For older saves I added a warning and a fallback which tries to setup everything correctly. This might cause some issues, but should hopefully be just fine.
2011-08-26CONFIGURE: Add support for building under MacPortsEugene Sandulenko
2011-08-26SCUMM: Mark some more ScummEngine members Indy4 Amiga specific.Johannes Schickel
2011-08-26SCUMM: Add some comments to our Indy4 Amiga verb palette handling.Johannes Schickel
We handle the verb palette map a bit different, since we use one 64 color palette instead of two 32 color palettes for different screen areas.
2011-08-26SCUMM: Fix Indy4 Amiga cursor.Johannes Schickel
The original did not use the room nor verb palette map for the cursor, but seems to use a custom palette. I now just changed the cursor to use the colors from the DOS version of Indy4. This is rather guesswork, but the original did always show a flashing color in those colors instead of based on the screen colors.
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