Age | Commit message (Collapse) | Author |
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svn-id: r26458
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svn-id: r26440
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svn-id: r26369
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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: r25525
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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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svn-id: r25191
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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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- 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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decorations are drawn
svn-id: r24752
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svn-id: r24745
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svn-id: r24719
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for consistency with other #includes.
svn-id: r23585
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least for GCC)
svn-id: r23569
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now (hiya eriktorbjorn, this one is for you *ggg*)
svn-id: r23547
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checking for GCC / not GCC
svn-id: r23458
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- Fixed a small mistake, making the entering animation work
- Correcting Game_v2::playTot() so that the loading screen is shown
- Updated most of the collisions stuff, the objects names hint stuff works now
svn-id: r23346
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svn-id: r23078
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- Added a memset in Video_v2::SpriteUncompressor(), that should have
been there in the first place; this fixes the tree in GOB2's first room
- Fixed ADL delete[]ing
svn-id: r22917
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- Fixed some leaks, unitialized memory and delete/delete[]-errors
svn-id: r22790
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- Added Music_Dummy (for --music-driver=null)
- Implemented IMDs. That took longer than I expected...
On the bright side, Ween's intro now plays more correctly
svn-id: r22754
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- Negative frequences?!? Maybe "SFX"?
- No sound for a small part of the intro
(there aren't any sndKeys covering that part either)
- A rythm-instrument (hi-hat?) in the titlemusic isn't played as one
- More differences in the drawing functions fleshed out
- Some of the goblin handling functions written
- More unnamed functions and variables, wheeee...
svn-id: r22410
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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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- 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: r21847
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correctly; playMult() doesn't work yet, though
svn-id: r20844
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svn-id: r20582
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