Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-01-24 | XEEN: Fix loading of Darzog's Tower | Paul Gilbert | |
2018-01-24 | XEEN: Fix hooking up monster data during map loading | Paul Gilbert | |
2018-01-24 | PSP2: Set Touchpad Mouse Mode option default to off | rsn8887 | |
2018-01-24 | PSP2: Enable rear touch only when Touchpad Mouse Mode is on | rsn8887 | |
2018-01-24 | PSP2: Increase direct touch accuracy | rsn8887 | |
2018-01-24 | I18N: Update translation (Finnish) | Timo Mikkolainen | |
Currently translated at 100.0% (962 of 962 strings) | |||
2018-01-24 | XEEN: Fix map loading for Shangri-la | Paul Gilbert | |
2018-01-24 | PSP2: More settings for touch (direct touch on/off, pointer speed) | rsn8887 | |
2018-01-24 | I18N: Update translation (Hungarian) | George Kormendi | |
Currently translated at 100.0% (962 of 962 strings) | |||
2018-01-23 | XEEN: Fix resetting HP for Medusa Sprites each combat turn | Paul Gilbert | |
2018-01-23 | XEEN: Don't give out treasure if party runs from combat | Paul Gilbert | |
2018-01-23 | XEEN: Fix drawing of combat icons during battle | Paul Gilbert | |
This also refactors out the use of _mainList, which separately draws the icons. Since the data needed is already added to the _buttons array, I could dispense with _mainList and draw the buttons directly. | |||
2018-01-23 | BUILD: Add supernova.dat to install rules | Thierry Crozat | |
2018-01-23 | DEVTOOLS: Add create_supernova to devtools README | Thierry Crozat | |
2018-01-23 | I18N: Update translations templates | Thierry Crozat | |
2018-01-23 | Merge branch 'supernova' | Thierry Crozat | |
2018-01-23 | PSP2: Implement touch controls (front and back panel) | rsn8887 | |
2018-01-23 | SUPERNOVA: Fixes destruction of SoundSample buffer | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Adds ModeList | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Improve waiting until a sound has finished playing | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Make _event a local variable | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Handle RTL and Quit while editing text | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Remove declaration for unimplemented and unused function | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Update engine data file | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Fix cursor not shown if escaping during the intro snoring sequence | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Fix missing reset of object CARRIED flag when clearing inventory | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Update English translation | Thierry Crozat | |
2018-01-23 | SUPERNOVA: Initializes RandomSource on stack | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Renames INT32_MAX to kMaxTimerValue | Joseph-Eugene Winzer | |
Prevents collision with stdint.h INT32_MAX | |||
2018-01-23 | SUPERNOVA: Corrects header guard name | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes AudioStream leak | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Changes array to seperate variables | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes segfault if dat file not found | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Changes message order | Joseph-Eugene Winzer | |
When taking off your helmet or life support in a room without oxygen, it showed the death screen before the 'taking off helmet/life support' message. | |||
2018-01-23 | SUPERNOVA: Removes global constructor call | Joseph-Eugene Winzer | |
Object() is redundant anyway as it instantiates an Object object and copies it to nullObject, which was already default constructed. | |||
2018-01-23 | SUPERNOVA: Moves strings to GameManager class | Joseph-Eugene Winzer | |
2018-01-23 | SUPERONVA: Sets uninitialized values to 0 | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Removes comment | Joseph-Eugene Winzer | |
renderRoom() and later in the game loop executeRoom() does everything that is explicitly called in the original. | |||
2018-01-23 | SUPERNOVA: Prevents paletteFadeIn() to be triggered | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Reverts brightness change | Joseph-Eugene Winzer | |
If the brightness is 0, it is faded in at the end of the game loop. In some instances, especially cutscenes, it makes the code harder to understand as in somecases the code expects the brightness to be faded in after having it faded out, set manually to 0 or when you leave a dark room, set by roomBrightness(). Removing it now, would just lead to more confusion during the port of Supernova part 2. | |||
2018-01-23 | SUPERNOVA: Hides cursor during snoring sequence | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Aborts intro if game should be closed | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes object state update | Joseph-Eugene Winzer | |
In order to trigger a mouseField change in processInput(), we move the cursor to 0,0 first before restoring its original position. | |||
2018-01-23 | SUPERNOVA: Pushes a mousemove to update object state | Joseph-Eugene Winzer | |
If you click on an exit on the map and there is again an exit on the same spot, it won't be recognized until the next mouse move/click. This change fakes a mouse move and thus updates the object state. | |||
2018-01-23 | SUPERNOVA: Fixes fading in intro | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Returns to launcher after outro | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Updates palette when changing room brightness | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Renames audio constants | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Renames audio constants | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes outro cutscene | Joseph-Eugene Winzer | |