Age | Commit message (Collapse) | Author |
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with the workaround code in the future if necessary)
svn-id: r27725
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svn-id: r27709
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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: r26556
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in Gob3 Amiga
svn-id: r26523
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bug #1700986)
svn-id: r26495
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svn-id: r26435
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- wrong positioning of the inventory
- walking
- close-up fadeing in the CD version
svn-id: r26390
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lines) in Gob3
svn-id: r26387
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extra background buffer
svn-id: r26386
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svn-id: r26384
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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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work better now
- Replaced strcpy with strncpy where appropriate
- Added detection entries for other languages of the multilingual Gob3 CD; bug #1691230
svn-id: r26327
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- Some more clean-up
svn-id: r26316
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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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makes it unportable to devices with read-only gamedata storage)
svn-id: r26240
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it's supposed to check
- Fixed the actor drawn over the background glitch in Bargon Attack
- Plugged some leaks
svn-id: r25651
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- Added the spanish gob2 version from bug report #1659884
svn-id: r25615
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the walking sound issue (#1621086)
- Fixed some misplaced actor glitches in Bargon
svn-id: r25585
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- Changed cursor visibility handling a bit
svn-id: r25407
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svn-id: r25404
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svn-id: r25401
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- Changed waitRetrace() to take some time, because the scrolling speed is tuned to the retrace delays
svn-id: r25319
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svn-id: r25311
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svn-id: r25294
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- Changed Snd to be a permanent audiostream, to have better control over stopping, looping and compositions
- Some clean-up
svn-id: r25292
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- Before using _vm->_adlib, first check whether it's actually there
svn-id: r25205
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svn-id: r25160
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svn-id: r25073
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- 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
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svn-id: r24883
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in o1_keyFunc(), so that the save name dialog is shown and the "Empty Inventory" message is displayed properly as well.
svn-id: r24874
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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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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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svn-id: r23464
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- Updated cursor drawing in general
svn-id: r23429
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svn-id: r23078
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svn-id: r23066
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- 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
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- Fixed some leaks, unitialized memory and delete/delete[]-errors
svn-id: r22790
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- 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
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- 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
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Global-constructor; valgrind shows invalid reads in parseValExpr()
and parseExpr() while accessing _inter_variables and _inter_execPtr
svn-id: r22262
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- 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
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- Changed Draw::spriteOperation() for blitting from/to/between and
fillrecting to big sprites
- Enabled drawing of text
svn-id: r22001
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- sub_1A52B is Scenery::updateStatic()
svn-id: r21889
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svn-id: r21847
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