Age | Commit message (Collapse) | Author |
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svn-id: r28327
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svn-id: r28208
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followed by a crash).
svn-id: r28203
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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: r26541
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svn-id: r26458
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svn-id: r26440
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- wrong positioning of the inventory
- walking
- close-up fadeing in the CD version
svn-id: r26390
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lines) in Gob3
svn-id: r26387
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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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- Added the Gob2 Mac version fac76 reported in bug #1673397
svn-id: r25977
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- Some minor fixes
svn-id: r25921
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svn-id: r25635
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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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- Added a range check to avoid invalid reads into _wayPoints in Map::checkDirectPath()
svn-id: r25402
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svn-id: r25401
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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: r25294
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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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- Before using _vm->_adlib, first check whether it's actually there
svn-id: r25205
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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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svn-id: r24875
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in o1_keyFunc(), so that the save name dialog is shown and the "Empty Inventory" message is displayed properly as well.
svn-id: r24874
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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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svn-id: r23718
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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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- Updated cursor drawing in general
svn-id: r23429
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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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svn-id: r22954
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- Fixed some leaks, unitialized memory and delete/delete[]-errors
svn-id: r22790
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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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Global-constructor; valgrind shows invalid reads in parseValExpr()
and parseExpr() while accessing _inter_variables and _inter_execPtr
svn-id: r22262
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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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