Age | Commit message (Collapse) | Author |
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svn-id: r24875
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svn-id: r24850
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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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svn-id: r24760
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- Fixed the compile error in GobEngine::saveGame on some systems
svn-id: r24756
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decorations are drawn
svn-id: r24752
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svn-id: r24745
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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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- 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
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svn-id: r23066
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svn-id: r23012
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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
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svn-id: r22954
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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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- Removed misplaced Music::stopPlay() call
svn-id: r22816
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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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doesn't crash anymore
- Reduced valgrind's complains about unitialized memory
svn-id: r22263
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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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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
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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
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svn-id: r20848
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correctly; playMult() doesn't work yet, though
svn-id: r20844
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svn-id: r20806
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svn-id: r20731
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svn-id: r20582
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