Age | Commit message (Collapse) | Author |
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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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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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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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svn-id: r25160
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svn-id: r25073
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svn-id: r24875
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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: r24745
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the linker dependency graph). Porters will have to update project files
svn-id: r23974
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svn-id: r23888
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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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- Fixed some leaks, unitialized memory and delete/delete[]-errors
svn-id: r22790
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- Added a language field in GameSettings, so that the texts in
Gob2 work for other languages than EN_GRB as well
svn-id: r22005
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new getActiveDomain method that returns a pointer to the actual active *domain*
- Added Engine::_targetName whose value is computed from the name of the active domain
- Removed GameDetector::_targetName, instead code now uses either Engine::_targetName or the name of the active domain
- This in turn allowed for removing usage of GameDetector in many places
svn-id: r21916
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svn-id: r21364
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svn-id: r20848
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gob.cpp -> reduced header dependencies -> faster recompile when one of those headers is modified
svn-id: r20740
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svn-id: r20582
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