Age | Commit message (Collapse) | Author |
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This should make Woodruff playable on big-endian systems.
svn-id: r32352
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related issues
svn-id: r32161
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svn-id: r32095
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svn-id: r31937
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position via the scripts.
svn-id: r31911
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svn-id: r31908
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cursor limiting)
svn-id: r31846
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some versions Gob2
svn-id: r31042
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svn-id: r30238
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been updated.
svn-id: r28966
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svn-id: r28208
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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svn-id: r26715
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svn-id: r26506
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svn-id: r26369
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work better now
- Replaced strcpy with strncpy where appropriate
- Added detection entries for other languages of the multilingual Gob3 CD; bug #1691230
svn-id: r26327
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- Some more clean-up
svn-id: r26316
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- Cutting down the code-dup
- Plucking leaks
- Removing dead/unused code
- Properly naming "word_2342F"-style variables and functions (removing the warnings alongside)
- Fleshing out the "stubby" functions
- Moving functions and variables to more appropriate/logical places
- Re-ordering functions and variables
- Re-structuring functions
- Moving the IMD stuff into a new "Imd" class in the new imd.cpp/.h (still to be completely implemented and cleaned up)
- Formatting
- Getting rid off the classes "Anim", "Pack" and "Timer", along with their files
svn-id: r26252
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svn-id: r25990
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- Added the Gob2 Mac version fac76 reported in bug #1673397
svn-id: r25977
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svn-id: r25525
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- Changed cursor visibility handling a bit
svn-id: r25407
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svn-id: r25401
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- Fixed the cursor animation loops in Ween and Bargon
- Added Draw_Bargon + Inter_Bargon
- Implemented Bargon Attack's hardcoded intro parts
svn-id: r25387
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- Implemented wide surfaces + scrolling
- Some clean-up
svn-id: r25253
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*shouldn't* pose any problem
s
svn-id: r24866
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- Each save has now its own file (.s??). They also should be endian-safe now
(Can be disabled for testing by uncommenting #define GOB_ORIGSAVES in gob.cpp)
- General endianness-fixes
svn-id: r24794
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decorations are drawn
svn-id: r24752
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svn-id: r24719
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- Fixed some mistakes I made in the Parse_v2 functions. Now the goblins
(finally) move. Also, the correct music is played in the first screen.
- Found the hook for the menu
- On freeing a sound slot, only stop the playing music if it's in the
slot to free
svn-id: r23700
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svn-id: r23464
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- Updated cursor drawing in general
svn-id: r23429
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svn-id: r23078
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svn-id: r23012
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svn-id: r22954
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- Removed misplaced Music::stopPlay() call
svn-id: r22816
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- GOB2 handles _frontSurface/_backSurface a bit differently, this fixes
(most of) the drawing glitches in the intro
- Added using a fallback when the user's game version doesn't have the
requested language
- off_2E51B et al. stubs, I think it has something to do with the menu
svn-id: r22254
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svn-id: r22006
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- Added a language field in GameSettings, so that the texts in
Gob2 work for other languages than EN_GRB as well
svn-id: r22005
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- Changed Draw::spriteOperation() for blitting from/to/between and
fillrecting to big sprites
- Enabled drawing of text
svn-id: r22001
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svn-id: r21855
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printText-dup, it's wrong for Gob2 anyway...
svn-id: r21849
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they are responsible for background mess-ups in the intro
svn-id: r21848
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glitches and without sound in the floppy version), the title screen
is shown afterwards
- Added skipping of the floppy version's copy protection screen,
since the CD version doesn't show it either
svn-id: r21845
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