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2008-07-23More savegame-endianness fixes :/Sven Hesse
svn-id: r33222
2008-07-08Modified the EGA story image delay to work for the Mac versions as wellSven Hesse
svn-id: r32962
2008-05-28Script variables are now always stored in the game version's native endianess.Sven Hesse
This should make Woodruff playable on big-endian systems. svn-id: r32352
2008-05-23Fixed PalmOS compilationChris Apers
svn-id: r32223
2008-05-08Restructured sound codeSven Hesse
svn-id: r31937
2008-01-05Fix to remove a tab character from the GPL headerPaul Gilbert
svn-id: r30238
2007-12-28Patch #1859448: Add OSystem::getTimeAndDate APIEugene Sandulenko
svn-id: r30034
2007-12-20Do not #include time.h globally (ideally, we should provide a localtime ↵Max Horn
clone in OSystem so we can completly get rid of this) svn-id: r29919
2007-09-19Merged common/stdafx.h into common/scummsys.h. All referencing files have ↵Nicola Mettifogo
been updated. svn-id: r28966
2007-07-24- Separated game type and featuresSven Hesse
- 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
2007-05-30Updated legal headers in source files, based on what Pidgin (the IM client ↵Max Horn
formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots svn-id: r27024
2007-04-02"char *" -> "byte *" where appropriateSven Hesse
svn-id: r26369
2007-03-29Fixing curly bracket styleSven Hesse
svn-id: r26326
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
2007-02-06Implemented vertical scrollingSven Hesse
svn-id: r25401
2007-02-01Fixed wrong date display (bug #1650124), tm_mon is in the range 0-11Sven Hesse
svn-id: r25328
2007-01-31Replaced the delay in o1_keyFunc with a (skipable) busy-wait detectionSven Hesse
svn-id: r25311
2006-12-19Fixed backspace and delete in the note-padSven Hesse
svn-id: r24883
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
2006-11-20Changed the way sprites-freeing is handled, now the menu sprites and window ↵Sven Hesse
decorations are drawn svn-id: r24752
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
2006-05-31- 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
2006-03-29Do not #include endian.h in scummsys.h (cuts down deps on endian.h from ~400 ↵Max Horn
to ~250). Many greetings to eriktorbjorn, and have fun recompiling. svn-id: r21500
2006-03-18workaround: manually add delay when showing image between levels in gob1 egaWillem Jan Palenstijn
svn-id: r21364
2006-02-24Changed debug()s to debugC()sSven Hesse
svn-id: r20848
2006-02-11Moved engines to the new engines/ directoryMax Horn
svn-id: r20582