Age | Commit message (Collapse) | Author |
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svn-id: r41059
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and is versioned. Unfortunately, this invalidates most save games created on big-endian machines, since endian-issues was a main problem with the old system
- Removed the now superfluous variables sizes
svn-id: r41056
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svn-id: r40765
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version)
svn-id: r39551
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well as our unit tests, ouch) handled SEEK_END incorrectly (using -offset instead of offset), contrary to what the docs said and what fseek does. Hopefully I found and fixed all affected parts, but still watch out for regressions
svn-id: r39135
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(Thanks to md5 for pointing this out to me)
svn-id: r35423
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svn-id: r35418
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correctly, don't crash the game anymore
svn-id: r35385
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the file mdo.def (config file created by the original installer) always exists
svn-id: r35338
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instead of relying on kFeatureAutoComputeDirtyRects
svn-id: r35239
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confused with Engine::quitGame); also cleaned up engine.h a bit
svn-id: r34700
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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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I never get tired out those... ;)
svn-id: r32308
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center in Woodruff
svn-id: r32269
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related issues
svn-id: r32161
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svn-id: r32158
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svn-id: r32157
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svn-id: r32095
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svn-id: r31989
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svn-id: r31937
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This also (finally) fixes the Gob3 draw order glitch (for real, this time)
svn-id: r31915
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svn-id: r31856
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cursor limiting)
svn-id: r31846
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in Gob3
svn-id: r31792
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Still far from being complete (and correct), but it's a start...
- Only VMD "command" -3 is followed
- Not all animation types are working
- Timing is still off in most cases
- Offsets are generally OK, but not always
- No sound yet
- Shouldn't segfault randomly, but I'm not entirely sure ;)
svn-id: r31750
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saving, space shooter and correct speech language selection
svn-id: r31032
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svn-id: r30667
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svn-id: r30238
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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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