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2007-05-30Updated legal headers in source files, based on what Pidgin (the IM client ↵Max Horn
formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots svn-id: r27024
2007-05-01also dump debug to stdout in ceKostas Nakos
svn-id: r26711
2007-05-01Cleanup, remove PalmOS dependencies from the ScummVM coreChris Apers
svn-id: r26690
2007-04-24Patch #1706179: "GUI: Sort languages list"Eugene Sandulenko
svn-id: r26587
2007-04-09also copy debug output to the (redirected) log filesKostas Nakos
svn-id: r26439
2007-03-08common/util.cpp needs fprintf; various std I/O functions are not used by ↵Max Horn
anything in our code, so there is no need to emulate them -- mark these; my previous commits likely broke compilation of the DS backend, try to reduce the brokeness a bit svn-id: r26023
2007-03-03Allow PC Engine version of Loom to at least start up.Travis Howell
svn-id: r25951
2007-02-04Added Common::getEnabledSpecialDebugLevelsMax Horn
svn-id: r25383
2007-01-29Now AdvancedDetector could use single ID per engine. Also it can suggestEugene Sandulenko
more complex game IDs with platform and language specified. AGI engine benefits most from that. Also turned Cine, Parallaction and SAGA to single ID, autoupgrading old ID. svn-id: r25269
2006-12-19Added Apple IIgs as machine type for AGI engineStuart George
svn-id: r24876
2006-11-13Prepend the Engine::errorString to debug messages, too (it should probably ↵Max Horn
be renamed to reflect this...) svn-id: r24712
2006-10-08Initial commit of the wince-gcc re-portKostas Nakos
svn-id: r24212
2006-09-23Remove malloc include, which was only used by checkHeap()Travis Howell
svn-id: r23982
2006-09-23Removed CHECK_HEAPMax Horn
svn-id: r23979
2006-09-23Fix mingw compileTravis Howell
svn-id: r23976
2006-09-23Moved error/warning/checkHeap from engines/engine.cpp to common/util.cppMax Horn
svn-id: r23975
2006-09-23Moved base/engine.cpp and .h to engines/ (main motivation: helps untangle ↵Max Horn
the linker dependency graph). Porters will have to update project files svn-id: r23974
2006-08-15Change Brazilian Portuguese acronym from "pt" to "br" in case there willEugene Sandulenko
be pure Portuguese games and to make use of brazilian flag. No detection stuff is dependent on this, though BASS and Sword1 make use of it. However no autoupgrade option is implemented, should it be? svn-id: r23710
2006-04-11Don't hardcode specific values for our language enums, as nothing should ↵Max Horn
depend on them -- any code that is broken by this change was wrong to start with and must be fixed accordingly svn-id: r21812
2006-04-08Add comments explaining what does EN_ANY meanEugene Sandulenko
svn-id: r21703
2006-04-08Introduced language EN_ANY used for general English game entries. EN_USA andEugene Sandulenko
EN_GRB should be used for games which have both variants. Currently it is MM NES and BASS. All other are switched to EN_ANY. svn-id: r21702
2006-04-02Move gDebugLevel to common/util.cpp (where most other debug() related stuff ↵Max Horn
already is) svn-id: r21551
2006-04-02Moved all debug functions to from main.cpp to util.cppMax Horn
svn-id: r21545
2006-03-28Renamed various container isEmpty() methods to empty() to match STL conventionsMax Horn
svn-id: r21472
2006-02-16Fix mistake in last commitTravis Howell
svn-id: r20716
2006-02-16Add 3DO platform for HE gamesTravis Howell
svn-id: r20713
2006-02-14Made the kyra debug extensions more generic, i.e. scumm engine could replaceJohannes Schickel
their debugC calls now with the new introduced debugC calls. (A mail how to use it will follow shortly on -devel) Also now these special engine debug flags can be specified from the commandline. Also made the -c & --config parameter check more secure. svn-id: r20695
2006-02-11Change CVS keywords to SVN keywordsMax Horn
svn-id: r20510
2006-01-18Update copyright noticeEugene Sandulenko
svn-id: r20088
2006-01-14Restore the alphabetical order of the platforms (this should really be done ↵Max Horn
by the GUI automatically, but for not it is simpler to fix it here) svn-id: r20022
2006-01-14Add SegaCD platform and remove SegaCD specific game Id.Travis Howell
svn-id: r20015
2005-11-18Add Polish version of Simon the Sorcerer 2 (Windows).Travis Howell
svn-id: r19634
2005-11-12Add acorn platform.Travis Howell
svn-id: r19564
2005-10-18Update FSF address. Eek. Actually that took place on May 1, 2005Eugene Sandulenko
svn-id: r19142
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
2005-09-03Avoid putting non-ASCII chars into source filesMax Horn
svn-id: r18761
2005-07-30Remove trailing whitespaces.Eugene Sandulenko
svn-id: r18604
2005-06-24When including files from common/, explicitly use the common/ prefixMax Horn
svn-id: r18444
2005-06-21Patches needed to build for SYMBIAN32 WINS/GCC added.Lars Persson
Test built for Symbian and run on P910i without any major problems. Test built for MSVC6. Changed parts seems to compile ok but there are some problems with MSVC6 and some of the targets which the EPOC build does n't support (KYRA,SAGA). svn-id: r18430
2005-05-22Add Norwegian Bokm�l version of Freddi Fish 1.Travis Howell
Set HE70+ games to Windows platform by default. svn-id: r18213
2005-05-17Initial support of C64 MM & ZakEugene Sandulenko
svn-id: r18146
2005-04-09A common platform alias for 'Windows' is 'win'Max Horn
svn-id: r17478
2005-04-08Add NES platformEugene Sandulenko
svn-id: r17454
2005-03-07Add Amiga renderer mode for EGA games.Travis Howell
svn-id: r17019
2005-03-06Obsolete TODO ;-)Max Horn
svn-id: r17004
2005-03-02Distinguish between green and amber hercules. Now specify it via hercGreenEugene Sandulenko
and hercAmber. Updated documentation accordingly. svn-id: r16975
2005-02-20Patch #1121337 (CGA rendering in early LEC titles).Eugene Sandulenko
Differences against patch: o Updated documentation o Fixed text colors o Implemented Hercules dithering Ditherers are based on loom ega and monkey ega, so for zak and mm they're wrong, i.e. these games look better than with original ditherers. TODO: Proper ditherers for zak & MM EGA ditherers for VGA SCUMM v5 games svn-id: r16816
2005-01-01Updated copyrightMax Horn
svn-id: r16398
2004-08-20Make platform difference a bit clearerTravis Howell
svn-id: r14654
2004-06-23As the comment above this code section states, the only reason we accept ↵Max Horn
1,2,3 here is for backward compatibility. 4 and 5 never were legal values, hence they shouldn't be detected svn-id: r14015