Age | Commit message (Collapse) | Author |
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The big table with it's 330 entries grew far too messy and
unwieldy, so I'm splitting it into several files.
One file for each game, with some exceptions:
- The Playtoons series
- The ADI / Addy 2 series
- The ADI / Addy 4 series
- The Adibou / Addy Junior series
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Only contains a temp sprite handler ("menu.inf") for now.
This fixes the graphical glitch after clicking on the cloud.
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This fixes the crash when selecting an animal in the "Languages"
screen.
Interestingly, the German names of the animals are partially
wrong... And for "Das Schmetterling" (sic!), even the recorded
speech sample is wrong.
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This is a complete rewrite of the AdLib players for ADL and MDY/TBR
files in the Gob engine.
Major changes
1) The AdLib base class is now completely separated from all file
format code and can theoretically be used by any OPL2-based
format (within reason)
2) The new code is far better documented and more readable
3) The MDY player now actually works. The MDY/TBR format is
in reality the MUS/SND format created by AdLib as a simpler
alternative to the ROL format
4) Since the MAME emulator is quite buggy and leads to noticable
wrong percussion in the Gobliins 2 title music, the new AdLib
player will try to create a DOSBox OPL. If it's not compiled in,
or if the user configured opl_driver to "mame", it will print
out appropriate warnings.
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Shots don't result in bullets yet, though
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- Cheat the Diving minigame to a win
- Get the mastermind solution
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Still missing:
- Air, constantly decreasing, fill up with breathing
- Health, decreases by collision with evil fish
- Death, when health == 0
- Picking up pearls
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An "evil" fish in Geisha's "Diving" minigame.
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Controls an animation stored within an ANI file.
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Handles ANI files, describing animations.
Used in hardcoded "actiony" parts of gob games, like
Geisha's minigames.
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Handles DEC files, describing "decals" (backgrounds).
Used in hardcoded "actiony" parts of gob games, like
Geisha's minigames.
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Handles RXY files, containing relative sprite coordinates.
Used in hardcoded "actiony" parts of gob games, like
Geisha's minigames.
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Geisha's intro shows now (with glitches, palette animation fail?) and
the game is playable.
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svn-id: r55770
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Implementing o7_opendBase, o7_closedBase and o7_getDBString
svn-id: r55676
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svn-id: r55533
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svn-id: r55529
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svn-id: r55508
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Since I just invalided the old Urban Runner saves anyway...
svn-id: r55376
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Add an quick hack to fudge reading of the "voice.inf" file,
so that the voice match the selected text language.
svn-id: r55298
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svn-id: r55296
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This allows interactive control of debug flags and variables and provides a base to allow
for commands to aid in tracking down script bugs which are tricky to replicate.
svn-id: r53398
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svn-id: r52948
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This will be the new class managing all drawing, providing
depth-agnostic methods for all drawing operations, including 2
iterator-like classes, Pixel and ConstPixel.
svn-id: r52946
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for identifying the problem
svn-id: r52135
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versions and the Amiga version
svn-id: r47845
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- Add oPlaytoons_putPixel and Playtoons specific spriteOperation (using _pattern)
svn-id: r44103
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in working code
- Replace OPCODEDRAW 0x20,0x23 and 0x25
svn-id: r43345
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subtitles in The Last Dynasty aren't shown
svn-id: r42767
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svn-id: r42716
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- Add a specific save/load class for Playtoons as some specific files need to be tested
svn-id: r42214
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svn-id: r42131
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svn-id: r42130
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svn-id: r42125
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svn-id: r42123
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class
svn-id: r41839
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svn-id: r41821
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svn-id: r41773
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svn-id: r41762
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svn-id: r41753
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svn-id: r41317
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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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VMDs) to graphics/video/
svn-id: r40744
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svn-id: r40212
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