Age | Commit message (Collapse) | Author |
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svn-id: r28206
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- Yet another safety check
- Removed another hard-coded screen height
svn-id: r28205
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svn-id: r28197
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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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svn-id: r27018
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svn-id: r26522
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svn-id: r26414
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- wrong positioning of the inventory
- walking
- close-up fadeing in the CD version
svn-id: r26390
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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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- 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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changed Snd::terminate to a destructor (this ensures client code can't forget to do just that -- not that we'd ever forget ... ;-)
svn-id: r25884
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svn-id: r25882
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svn-id: r25685
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flushes the stream), changed engines to call that before deleting OutSaveFile instances (instead of just flushing)
svn-id: r25660
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it's supposed to check
- Fixed the actor drawn over the background glitch in Bargon Attack
- Plugged some leaks
svn-id: r25651
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svn-id: r25532
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svn-id: r25525
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- Improved language finding a bit
svn-id: r25520
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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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each language
svn-id: r25329
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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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svn-id: r25274
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- Worked around the caching of raw sprite video memory to a file
svn-id: r25244
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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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return StringMap instead of fixed list of parameters. This adds great
flexibility.
Current patch should not alter any functionality, i.e. if there are regressions,
submit a report. Phase 2 will benefit from these changes and will come later.
svn-id: r25134
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svn-id: r25073
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CD under Windows
svn-id: r24986
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svn-id: r24985
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svn-id: r24921
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svn-id: r24875
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svn-id: r24796
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svn-id: r24795
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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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svn-id: r24760
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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: r23888
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svn-id: r23713
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svn-id: r23703
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svn-id: r23702
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Gobliins 2 demo uses usa.tot
instead
svn-id: r23701
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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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* Modified about dialog to list all available plugins with their resp. copyright
* Modified about dialog credits to show the GPL last (like movie end credits do with their legal text, too)
svn-id: r23645
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svn-id: r23582
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