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path: root/engines/gob/inter_v1.cpp
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2007-01-31Replaced the delay in o1_keyFunc with a (skipable) busy-wait detectionSven Hesse
svn-id: r25311
2007-01-30eplaced platform-specific game features with common platform setting.Eugene Sandulenko
svn-id: r25294
2007-01-30- Changed _soundFlags and implemented "compositions"Sven Hesse
- Changed Snd to be a permanent audiostream, to have better control over stopping, looping and compositions - Some clean-up svn-id: r25292
2007-01-26- Just warn, don't die, when a CD-Track isn't foundSven Hesse
- Before using _vm->_adlib, first check whether it's actually there svn-id: r25205
2007-01-23Added support for Infogrames/RobHubbard2 (amiga) musicSven Hesse
svn-id: r25160
2007-01-13Rename special debug levels to conform our suggested naming scheme.Eugene Sandulenko
svn-id: r25073
2007-01-06- Fixed cut off and missing soundsSven Hesse
- Fixed a crash/static reported in the forums (sending Winkle to the vulture) - (Hopefully) fixed the immediately-closing notepad heisenbug (#1621089) - Fixed using unitialised values after allocating the variables svn-id: r25025
2006-12-19Fixed backspace and delete in the note-padSven Hesse
svn-id: r24883
2006-12-18Added a waitRetrace in Game_v2::CheckCollisions() and rearranged the delay ↵Sven Hesse
in o1_keyFunc(), so that the save name dialog is shown and the "Empty Inventory" message is displayed properly as well. svn-id: r24874
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
2006-08-12Added another field to the GameSettings for the intro.tot, because the ↵Sven Hesse
Gobliins 2 demo uses usa.tot instead svn-id: r23701
2006-08-12- Some more goblins-handling functionsSven Hesse
- 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
2006-07-09Instead of drawing the mouse cursor as a sprite, let the backend handle itSven Hesse
svn-id: r23464
2006-07-08- Fixed a few mistakes that added up to look correct, fixing bargon's cursorSven Hesse
- Updated cursor drawing in general svn-id: r23429
2006-06-13Fixing Scenery::_statics, Game::_totTextData and Game::_totResourceTableSven Hesse
svn-id: r23078
2006-06-12Fixing loading of Scenery::_animations[] + small gob2 cleanupSven Hesse
svn-id: r23066
2006-06-04- Fixed endianness/signess issuesSven Hesse
- Added a memset in Video_v2::SpriteUncompressor(), that should have been there in the first place; this fixes the tree in GOB2's first room - Fixed ADL delete[]ing svn-id: r22917
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
2006-05-01More stubs; GOB2 goes in-game for a second, then segfaults in theSven Hesse
Global-constructor; valgrind shows invalid reads in parseValExpr() and parseExpr() while accessing _inter_variables and _inter_execPtr svn-id: r22262
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
2006-04-18- I misunderstood Draw::initBigSprite(); fixedSven Hesse
- Changed Draw::spriteOperation() for blitting from/to/between and fillrecting to big sprites - Enabled drawing of text svn-id: r22001
2006-04-14- Seems like I forget a branch in Mult_v2::animate()Sven Hesse
- sub_1A52B is Scenery::updateStatic() svn-id: r21889
2006-04-13Some more stubs and rearrangingsSven Hesse
svn-id: r21847
2006-04-13- More stubs, the intro now works completely (with extreme graphicalSven Hesse
glitches and without sound in the floppy version), the title screen is shown afterwards - Added skipping of the floppy version's copy protection screen, since the CD version doesn't show it either svn-id: r21845
2006-04-04Removed extra exclamation marks in warning() calls as well.Eugene Sandulenko
svn-id: r21608
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
2006-02-24Changed debug()s to debugC()sSven Hesse
svn-id: r20848
2006-02-24Adding GOB2's CD handling opcodes, the CD version of GOB2 now startsSven Hesse
correctly; playMult() doesn't work yet, though svn-id: r20844
2006-02-21More GOB2 changes (Mult::loadMult()) + correcting some mistakes I madeSven Hesse
svn-id: r20806
2006-02-16Updating more opcodes for Gob2Sven Hesse
svn-id: r20731
2006-02-11Moved engines to the new engines/ directoryMax Horn
svn-id: r20582