Age | Commit message (Collapse) | Author |
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svn-id: r34113
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32744-32745,32747,32750-32759,32762-32764,32769,32777,32783,32785-32786,32789-32791,32798-32799,32801-32807,32809-32812,32816-32817,32819-32821,32823-32830,32832-32836,32838-32844,32846-32850,32852-32854,32858-32859,32865-32868,32873-32874,32879,32883,32895,32899,32902-32904,32910-32912,32923-32924,32930-32931,32938,32940,32948-32949,32951,32960-32964,32966-32970,32972-32974,32976,32978,32983,32986-32990,32992,32994,33002-33004,33006-33007,33009-33010,33014,33017,33021-33023,33030,33033 via svnmerge from
https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk
svn-id: r33051
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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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svn-id: r32984
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instead of EventTypes. Reimplemented Queue as a List instead of Array. Updated AGOS, AGI, CINE, GOB, and KYRA to work with the current implementation of the GMM
svn-id: r32971
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svn-id: r32955
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svn-id: r32771
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This should make Woodruff playable on big-endian systems.
svn-id: r32352
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svn-id: r31937
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svn-id: r30238
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been updated.
svn-id: r28966
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svn-id: r28433
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svn-id: r28349
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svn-id: r28209
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svn-id: r28208
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svn-id: r28204
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followed by a crash).
svn-id: r28203
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- 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
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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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