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2015-07-26AGI: Add detection for the fangame 'The Gourd of the Beans'Matthew Hoops
2015-07-19AGI: Disable unused palettes for compilationMax Horn
2015-07-19AGI: Enable sound by default in Mickey's Space Adventure.Kirben
2015-05-19AGI: implement original sierra font, fix bug #6405Martin Kiewitz
custom font is still used for fanmade games i cannot test preAGI games, because I don't own those.
2015-05-15AGI: mouse support cleanupMartin Kiewitz
2015-05-15AGI: implement engine option to disable mouseMartin Kiewitz
engine option gets disabled for all Amiga games also disabled for certain fanmade games, which require a mouse. defaults to enabled mouse Engine options are not shown for previously detected games until those games get redetected If there is a way to handle those cases, please fix.
2015-05-11AGI: Remove dead code in PCjr codeThierry Crozat
I forgot to remove that code in commit 0cb0a09 when I removed the line that preceded it.
2015-05-10AGI: Change the way the mixer volume is handled in the PCjr playerThierry Crozat
Instead of factoring the volume into the tone attenuation it now scales the volume table. This way it still uses the full table when playing at a low volume and therefore keeps the 16 attenuation levels. Also use kMusicSoundType instead of kSFXSoundType to be coherent with what the MIDI output is doing (volume for both music and SFX is controlled by the Music volume slider).
2015-05-10AGI: Fix PCjr dissolve method used for early versionsThierry Crozat
This was a regression from ceb2909.
2015-05-10AGI: Fix bug with music/SFX volume in PCjrThierry Crozat
A higher volume in the GUI resulted in a lower music volume (and lower volume in the GUI resulted in higher music volume).
2015-05-10AGI: Use correct volume for PCjr outputThierry Crozat
This looks like a regression from commit 24bb5da: AGI: Add a layer of abstraction between the sound chip and the two players
2014-12-22AGI: use shorter sizes for buffersPino Toscano
Instead of allocate them with MAXPATHLEN as size, just give them the size for the data that are going to be written on them.
2014-12-22AGI: use Common::String::format when possiblePino Toscano
Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer.
2014-12-07AGI: Disable/remove unused codeFilippos Karapetis
This is code that isn't used currently. Thanks to fingolfin for pointing out these parts of the code
2014-12-07AGI: Set the correct palette to use for each Amiga gameFilippos Karapetis
The Amiga palettes were added in 16529e58e6, but were never used. A new game-specific option has been added for the old Amiga palette
2014-05-27ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd.Johannes Schickel
2014-05-27ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf.Johannes Schickel
2014-03-19AGI: Add md5 for fangame Toby's World (Demo).JenniBee
2014-02-18AGI: Make GPL headers consistent in themselves.Johannes Schickel
2013-11-24BUILD: Remove need for engine.mk in each engine directory.D G Turner
Each engine now only has to provide a single configure.engine file adding the engine into the configure script, which then produces the required other files automatically.
2013-11-24BUILD: Remove need for engine-plugin.h in engines.D G Turner
This is now generated automatically by the configure script from the engine directory names.
2013-11-24BUILD: Split engines/plugins_table header down to a file per engine.D G Turner
This is the third and final commit enabling fully pluggable engines. Now providing an engine folder contains a configure.engine, engine.mk and engine-plugin.h file, it will be picked up automatically by the configure script.
2013-11-24BUILD: Split engines.mk down to a single file per engine.D G Turner
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine.
2013-11-24BUILD: Split configure.engines down to a single file per engine.D G Turner
This is the first part of allowing engines to be added dynamically. They are placed into a folder in engines/ which must contain a file named "configure.engine" to add the engine, which is pulled into the top level configure script automatically.
2013-11-07Merge pull request #396 from JenniBee/md5sEinar Johan Trøan Sømåen
Adding detection for more fan games
2013-10-08AGI: Fix bad buffer overrun. CID 1004029Eugene Sandulenko
2013-10-07AGI: Fix potential buffer overrun. CID 1004028Eugene Sandulenko
2013-10-07AGI: Fix buffer overrun. CID 1004033Eugene Sandulenko
2013-10-07AGI: Fix buffer overrun. CID 1004030Eugene Sandulenko
2013-10-01AGI: Skip words starting with digits that are filed under 'a' in the dictionary.Willem Jan Palenstijn
The fan game SQ0 does this (for '7up', among others), and this caused us to skip all words starting with an 'a'. Bug #3615061.
2013-09-19AGI: Adding detection for the Ultimate AGI Fangame Demo.JenniBee
2013-09-12Merge pull request #378 from lordhoto/pluggable-engines-translationsJohannes Schickel
RFC: Pluggable Engines: I18N: Move specification of engine specific files to enginedir/POTFILES
2013-08-19AGI: Adding detection for original AGI Tetris by Peter Kelly.JenniBee
2013-08-12I18N: Move specification of engine specific files to enginedir/POTFILES.Johannes Schickel
This allows to keep the engines to specfiy the files for translation close to the engine sources itself. Thanks to criezy for his suggestion on this approach.
2013-07-15AGI: Mark fall-through. Detected by CID 1003771Eugene Sandulenko
2013-07-15AGI: Fix CID 1003768. Missing break in switchEugene Sandulenko
2013-07-15AGI: Fix CID 1003769. Missing break in switchEugene Sandulenko
2013-07-14JANITORIAL: Remove trailing whitespaceSven Hesse
2013-06-06ALL: Fix typo (succesful -> successful)Willem Jan Palenstijn
Thanks to 'onlyjob' on pull request #337 for pointing out an instance of this.
2013-05-11AGI: Fix bug #3600733 - "AGI FANMADE: function slowing down game"Filippos Karapetis
We now only test for events in testKeypressed() without updating the game cycle at all (NAGI doesn't update the game cycle either). This fixes the slowdowns in some animations where have.key() is issued, like Manannan's lightnings in the intro of KQ3 and the bullets in the intro of PQ1
2013-05-11AGI: Remove obsolete TODOFilippos Karapetis
We now set the play time - commit 5e10737015faa15d225f70b364096982923eb415
2013-05-02COMMON: Change kPlatformPC to kPlatformDOSMatthew Hoops
"PC" was very ambiguous and now it matches what we show in the GUI. This also corrects sword2's platform to Windows.
2013-05-02AGI: Fix unitialized variables. CID 1002922Eugene Sandulenko
2013-04-27AGI: Null terminate string. CID 1003890Eugene Sandulenko
2013-04-27AGI: Null terminate string. CID 1003889Eugene Sandulenko
2013-04-27AGI: Null terminate string. CID 1003888Eugene Sandulenko
2013-04-21AGI: Fix delete/delete[]Willem Jan Palenstijn
2013-04-21AGI: Fix sound deinit. CID 1004128Eugene Sandulenko
We really left sound gen leaked with preagi games.
2013-04-18AGI: Silence another clang varMax Horn
Reading an array without using the resulting value has no effect. In any case, this code still looks like it may be broken, so somebody who knows more about AGI should perhaps investigate this closer.
2013-04-18AGI: Get rid of unused SoundMgr parametersMax Horn