Age | Commit message (Collapse) | Author |
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svn-id: r35591
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svn-id: r35418
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Basically, now we claim to run in no-CD-mode (by pretending "NO_CD.TXT" exists) and open CD2.ITK, CD3.ITK and CD4.ITK manually
svn-id: r35407
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areas of Urban Runner
svn-id: r35406
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correctly, don't crash the game anymore
svn-id: r35385
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svn-id: r35371
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svn-id: r35353
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svn-id: r35351
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svn-id: r35341
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svn-id: r35310
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palette.
So using a table-based approach to find the nearest color now, using only the upper 6 bits to stop the table from getting too large. It still takes noticeable time to build it. :/
But as a result, the video actually looks okay now...
svn-id: r35298
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svn-id: r35231
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svn-id: r34286
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svn-id: r34217
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endianess.
This should fix a few regressions with BE games on LE systems and vice versa that I introduced when I changed how variables are stored (which was necessary to get Woodruff work on BE systems).
svn-id: r33014
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This should make Woodruff playable on big-endian systems.
svn-id: r32352
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related issues
svn-id: r32161
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svn-id: r30238
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svn-id: r28433
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svn-id: r28333
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It already existed in Gob2 (alongside with sub0x19 - o2_freeCollision()), but wasn't used there.
Hotspots and menus work now (in a way)
svn-id: r28207
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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: r28181
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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: r26595
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scummvm-devel)
svn-id: r26594
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- wrong positioning of the inventory
- walking
- close-up fadeing in the CD version
svn-id: r26390
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extra background buffer
svn-id: r26386
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svn-id: r26385
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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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svn-id: r26325
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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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- Improved language finding a bit
svn-id: r25520
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svn-id: r25401
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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: r25311
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- Implemented sound fading in/out
- o2_stub0x81 -> o2_scroll
svn-id: r25307
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- Implemented wide surfaces + scrolling
- Some clean-up
svn-id: r25253
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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: r24883
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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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decorations are drawn
svn-id: r24752
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svn-id: r24745
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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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- Removed misplaced Music::stopPlay() call
svn-id: r22816
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