Age | Commit message (Collapse) | Author |
|
svn-id: r26414
|
|
- wrong positioning of the inventory
- walking
- close-up fadeing in the CD version
svn-id: r26390
|
|
- Added Inter_v3 (for new opcode o3_getTotTextItemPart)
- Some fixes to let Gob3 start with the first screen
svn-id: r26383
|
|
svn-id: r26369
|
|
- Some more clean-up
svn-id: r26316
|
|
- 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
|
|
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
|
|
svn-id: r25882
|
|
svn-id: r25685
|
|
flushes the stream), changed engines to call that before deleting OutSaveFile instances (instead of just flushing)
svn-id: r25660
|
|
it's supposed to check
- Fixed the actor drawn over the background glitch in Bargon Attack
- Plugged some leaks
svn-id: r25651
|
|
svn-id: r25532
|
|
svn-id: r25525
|
|
- Improved language finding a bit
svn-id: r25520
|
|
- Fixed the cursor animation loops in Ween and Bargon
- Added Draw_Bargon + Inter_Bargon
- Implemented Bargon Attack's hardcoded intro parts
svn-id: r25387
|
|
each language
svn-id: r25329
|
|
svn-id: r25294
|
|
- Changed Snd to be a permanent audiostream, to have better control over stopping, looping and compositions
- Some clean-up
svn-id: r25292
|
|
svn-id: r25274
|
|
- Worked around the caching of raw sprite video memory to a file
svn-id: r25244
|
|
- 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
|
|
svn-id: r25160
|
|
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
|
|
svn-id: r25073
|
|
CD under Windows
svn-id: r24986
|
|
svn-id: r24985
|
|
svn-id: r24921
|
|
svn-id: r24875
|
|
svn-id: r24796
|
|
svn-id: r24795
|
|
- 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
|
|
svn-id: r24760
|
|
- Fixed the compile error in GobEngine::saveGame on some systems
svn-id: r24756
|
|
decorations are drawn
svn-id: r24752
|
|
svn-id: r24745
|
|
svn-id: r23888
|
|
svn-id: r23713
|
|
svn-id: r23703
|
|
svn-id: r23702
|
|
Gobliins 2 demo uses usa.tot
instead
svn-id: r23701
|
|
- 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
|
|
* 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
|
|
svn-id: r23582
|
|
- changes some engine detectors to use it
svn-id: r23559
|
|
Gobliiins detector code too.
svn-id: r23555
|
|
Rationale: backend implementations belong to backends/, but portable APIs meant to be used by high level code is for common / sound / graphics / ... (compare also with backends/midi vs. sound/mididrv.h)
svn-id: r23274
|
|
- Fixed some leaks, unitialized memory and delete/delete[]-errors
svn-id: r22790
|
|
- 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
|
|
svn-id: r22720
|
|
- 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
|