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path: root/engines/gob/game.h
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2007-04-16Bargon Attack uses wide surfaces, but shouldn't scroll in-game regardlessSven Hesse
svn-id: r26522
2007-04-13The scrolling now works without cursor jittering...Sven Hesse
svn-id: r26458
2007-04-09Preventing scrolling while the menu is shownSven Hesse
svn-id: r26440
2007-04-02"char *" -> "byte *" where appropriateSven Hesse
svn-id: r26369
2007-03-20Major clean-up, including:Sven Hesse
- 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
2007-02-12Changed language finding againSven Hesse
svn-id: r25525
2007-02-07- Fixed another freeze in WeenSven Hesse
- Changed cursor visibility handling a bit svn-id: r25407
2007-02-05- Moved struct Mult_Data from Mult_v2 to Mult and merged Mult::_multData, ↵Sven Hesse
Mult::_multData2 and some of the loose variables in Mult - Added some missing MD5s/game versions (#1652352) svn-id: r25393
2007-02-04- Plugged some leaks and fixed some memory errorsSven Hesse
- Fixed the cursor animation loops in Ween and Bargon - Added Draw_Bargon + Inter_Bargon - Implemented Bargon Attack's hardcoded intro parts svn-id: r25387
2007-01-25Moved Paula and Infogrames to sound/mods/Sven Hesse
svn-id: r25191
2007-01-25- Some clean-upSven Hesse
- 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
2007-01-06- Fixed cut off and missing soundsSven Hesse
- 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
2006-11-27- Properly implemented o2_getCDTrackPos()Sven Hesse
- 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
2006-11-21- Fixed the crashes in Gob1 EGA and Gob2 DemoSven Hesse
- Fixed the compile error in GobEngine::saveGame on some systems svn-id: r24756
2006-11-20Changed the way sprites-freeing is handled, now the menu sprites and window ↵Sven Hesse
decorations are drawn svn-id: r24752
2006-11-19Implemented (currently still endian-unsafe) save/loadSven Hesse
svn-id: r24745
2006-11-14Fixed the lock when leaving the menuSven Hesse
svn-id: r24719
2006-07-23Use #include "..." instead of #include <...> for pack-start.h and pack-end.hTorbjörn Andersson
for consistency with other #includes. svn-id: r23585
2006-07-22Fix struct packing issues (macros are not resolve in #pragma params, at ↵Max Horn
least for GCC) svn-id: r23569
2006-07-21Removing GCC_PACK, we fully rely on START_PACK_STRUCTS / END_PACK_STRUCTS ↵Max Horn
now (hiya eriktorbjorn, this one is for you *ggg*) svn-id: r23547
2006-07-09Use START_PACK_STRUCTS / END_PACK_STRUCTS when available, instead of ↵Max Horn
checking for GCC / not GCC svn-id: r23458
2006-06-29- Renamed a few mult-variables to something more fittingSven Hesse
- 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
2006-06-13Fixing Scenery::_statics, Game::_totTextData and Game::_totResourceTableSven Hesse
svn-id: r23078
2006-06-04- Fixed endianness/signess issuesSven Hesse
- 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
2006-05-31- Removed usage of OSystem::quit(), added a _quitRequested variableSven Hesse
- Fixed some leaks, unitialized memory and delete/delete[]-errors svn-id: r22790
2006-05-29- More GOB2 map conversionsSven Hesse
- 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
2006-05-11- Sound! Still a bit glitchy, though:Sven Hesse
- 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
2006-05-01- More differences in Draw_v2::spriteOperation()Sven Hesse
- 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
2006-04-18- I misunderstood Draw::initBigSprite(); fixedSven Hesse
- Changed Draw::spriteOperation() for blitting from/to/between and fillrecting to big sprites - Enabled drawing of text svn-id: r22001
2006-04-13Some more stubs and rearrangingsSven Hesse
svn-id: r21847
2006-02-24Adding GOB2's CD handling opcodes, the CD version of GOB2 now startsSven Hesse
correctly; playMult() doesn't work yet, though svn-id: r20844
2006-02-11Moved engines to the new engines/ directoryMax Horn
svn-id: r20582