Age | Commit message (Collapse) | Author |
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been updated.
svn-id: r28966
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(There's still something wrong with the second one, the one with the agent, though. Probably has to do with the sound key command 10)
svn-id: r28693
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svn-id: r28591
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svn-id: r28437
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The size switching looks a bit whacky, but that's what the game does :)
svn-id: r28435
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svn-id: r28433
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isn't there, but the game is (partly?) playable.
svn-id: r28414
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svn-id: r28349
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svn-id: r28327
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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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- 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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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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screen in music land) which is actually a script bug.
- Fixed the scrolling bug (#1709574) (the mouse cursor is still shown, that's an instance of the global cursor visibility issue)
svn-id: r27010
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svn-id: r26556
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- Added manual vertical scrolling
- Restricting the mouse cursor to the upper part of the split screen now
svn-id: r26547
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svn-id: r26506
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bug #1700986)
svn-id: r26495
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Gob3's second screen
svn-id: r26445
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svn-id: r26435
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svn-id: r26414
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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: 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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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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in the beach screen in Bargon Attack)
svn-id: r25991
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- Added the Gob2 Mac version fac76 reported in bug #1673397
svn-id: r25977
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- Some minor fixes
svn-id: r25921
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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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svn-id: r25635
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the walking sound issue (#1621086)
- Fixed some misplaced actor glitches in Bargon
svn-id: r25585
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svn-id: r25532
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- Improved language finding a bit
svn-id: r25520
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svn-id: r25401
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Mult::_multData2 and some of the loose variables in Mult
- Added some missing MD5s/game versions (#1652352)
svn-id: r25393
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into the GobEngine's Infogrames instances
- Changed the 80 Hz to 75 Hz, which is more true to the original
svn-id: r25389
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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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- 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: r25308
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- Implemented sound fading in/out
- o2_stub0x81 -> o2_scroll
svn-id: r25307
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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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the notepad, which was apparently causing bug #1621089
svn-id: r25255
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- Implemented wide surfaces + scrolling
- Some clean-up
svn-id: r25253
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- Worked around the caching of raw sprite video memory to a file
svn-id: r25244
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- Before using _vm->_adlib, first check whether it's actually there
svn-id: r25205
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