Age | Commit message (Collapse) | Author |
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svn-id: r35409
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recognized now
svn-id: r35350
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svn-id: r35309
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YUV data, but I can use the ditherer there
svn-id: r35308
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instead of relying on kFeatureAutoComputeDirtyRects
svn-id: r35239
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so...vile).
Used in The Last Dynasty, which now plays a bit further (the video sequences, at least)
svn-id: r35227
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This should make Woodruff playable on big-endian systems.
svn-id: r32352
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svn-id: r31937
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svn-id: r31855
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svn-id: r30238
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been updated.
svn-id: r28966
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svn-id: r28349
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svn-id: r28327
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requested but wasn't found in the game data.
svn-id: r28237
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followed by a crash).
svn-id: r28203
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crashes / freezes)
svn-id: r28188
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- Added feature constants for a 640x480 resolution and adlib
- Added support for game with a 640x480 resolution. Woodruff now inits the screen before it segfaults
svn-id: r28185
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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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screen in music land) which is actually a script bug.
- Fixed the scrolling bug (#1709574) (the mouse cursor is still shown, that's an instance of the global cursor visibility issue)
svn-id: r27010
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svn-id: r26715
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- Added manual vertical scrolling
- Restricting the mouse cursor to the upper part of the split screen now
svn-id: r26547
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svn-id: r26541
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svn-id: r26522
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svn-id: r26506
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svn-id: r26458
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svn-id: r26440
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- Added Inter_v3 (for new opcode o3_getTotTextItemPart)
- Some fixes to let Gob3 start with the first screen
svn-id: r26383
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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: r25558
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svn-id: r25525
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- Improved language finding a bit
svn-id: r25520
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- Changed cursor visibility handling a bit
svn-id: r25407
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Mult::_multData2 and some of the loose variables in Mult
- Added some missing MD5s/game versions (#1652352)
svn-id: r25393
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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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- Removed Snd::getCompositionSlot(), it's not needed
svn-id: r25310
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- Implemented sound fading in/out
- o2_stub0x81 -> o2_scroll
svn-id: r25307
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- Changed Snd to be a permanent audiostream, to have better control over stopping, looping and compositions
- Some clean-up
svn-id: r25292
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- Implemented wide surfaces + scrolling
- Some clean-up
svn-id: r25253
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svn-id: r25246
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- Worked around the caching of raw sprite video memory to a file
svn-id: r25244
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- Before using _vm->_adlib, first check whether it's actually there
svn-id: r25205
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- Fixed sound playing and looping
- Changed Paula to use non-absolute panning, defaulting to 0.25/0.75 and 0.75/0.25, as per madmoose's suggestion
- Prepared/Cleaned-up Paula and Infogrames for the move to sound/mods/
svn-id: r25189
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svn-id: r25160
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svn-id: r25073
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- Fixed a crash/static reported in the forums (sending Winkle to the vulture)
- (Hopefully) fixed the immediately-closing notepad heisenbug (#1621089)
- Fixed using unitialised values after allocating the variables
svn-id: r25025
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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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- Fixed the compile error in GobEngine::saveGame on some systems
svn-id: r24756
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