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path: root/engines/gob/inter_v2.cpp
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2006-12-18Fixed the note-pad, font changing and date/time-displaySven Hesse
svn-id: r24875
2006-12-14Smashed the wizard's house bugSven Hesse
svn-id: r24850
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
2006-11-22Fix MSVC2005 warnings. Please, review the changes.Eugene Sandulenko
svn-id: r24760
2006-11-21- Fixed the crashes in Gob1 EGA and Gob2 DemoSven Hesse
- Fixed the compile error in GobEngine::saveGame on some systems svn-id: r24756
2006-11-20Changed the way sprites-freeing is handled, now the menu sprites and window ↵Sven Hesse
decorations are drawn svn-id: r24752
2006-11-19Implemented (currently still endian-unsafe) save/loadSven Hesse
svn-id: r24745
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
2006-06-29- Renamed a few mult-variables to something more fittingSven Hesse
- 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
2006-06-12Fixing loading of Scenery::_animations[] + small gob2 cleanupSven Hesse
svn-id: r23066
2006-06-10More stub-filling + small clean-upSven Hesse
svn-id: r23012
2006-06-07More goblin handling functions, now the deactivated goblin showsSven Hesse
his boredom. It's the wrong goblin that's deactivated, though. Also, the entering animation is still missing (now nothing is drawn instead). svn-id: r22979
2006-06-06Two segfault and several coding style related fixesSven Hesse
svn-id: r22954
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
2006-06-01- Fixed drawing of sprite-parts based textsSven Hesse
- Removed misplaced Music::stopPlay() call svn-id: r22816
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
2006-05-01- Stubbed goblinFunc(), it's completeley different; now it at leastSven Hesse
doesn't crash anymore - Reduced valgrind's complains about unitialized memory svn-id: r22263
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
2006-04-12- Fixed the mistake in Mult_v2::loadMult() that caused Gob2 floppy toSven Hesse
have a messed up script-pointer afterwards - Added/Changed parts of Mult_v2::playMult() et al. so that the intro works for a few seconds (with glitches) before getting killed while trying to draw text (CD) or trying to play sounds (floppy) svn-id: r21823
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