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2011-08-26GOB: Fix the Geisha cursorSven Hesse
2011-08-26GOB: Add inter_geisha.cpp and implement oGeisha_loadSoundSven Hesse
Geisha's intro shows now (with glitches, palette animation fail?) and the game is playable.
2011-02-04GOB: Add the "envir" directory to the search path for AdibouSven Hesse
svn-id: r55770
2011-01-31GOB: Add support for dBase III filesSven Hesse
Implementing o7_opendBase, o7_closedBase and o7_getDBString svn-id: r55676
2011-01-25GOB: Add a small manager for INI configsSven Hesse
svn-id: r55533
2011-01-25GOB Add save stubs for Addy JuniorSven Hesse
svn-id: r55529
2011-01-25GOB: Adding stubs for AddySven Hesse
svn-id: r55508
2011-01-21GOB: Remove the now useless SaveConverter_v6Sven Hesse
Since I just invalided the old Urban Runner saves anyway... svn-id: r55376
2011-01-18GOB: Give Inca2 its own SaveLoad classSven Hesse
Add an quick hack to fudge reading of the "voice.inf" file, so that the voice match the selected text language. svn-id: r55298
2011-01-18GOB: Give Inca2 its own Inter classSven Hesse
svn-id: r55296
2010-10-13GOB: Add Debug Console.David Turner
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
2010-09-30GOB: Remove the now useless VGAVideoDriverSven Hesse
svn-id: r52948
2010-09-30GOB: Add a new class SurfaceSven Hesse
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
2010-08-17Fascination - Fix the texts not cleaned up (eg Hotel Hall). Thanks SylvainTV ↵Arnaud Boutonné
for identifying the problem svn-id: r52135
2010-02-03Implementing saving/loading for Fascination. Tested in the DOS floppy ↵Sven Hesse
versions and the Amiga version svn-id: r47845
2009-09-15- Implement _pattern variableArnaud Boutonné
- Add oPlaytoons_putPixel and Playtoons specific spriteOperation (using _pattern) svn-id: r44103
2009-08-13- Add a specific OPCODEFUNC checkData to avoid having a Playtoons workaround ↵Arnaud Boutonné
in working code - Replace OPCODEDRAW 0x20,0x23 and 0x25 svn-id: r43345
2009-07-25Moved the decision whether subtitles should be displayed, so that the broken ↵Sven Hesse
subtitles in The Last Dynasty aren't shown svn-id: r42767
2009-07-24Merging Map_v4 into Map_v2Sven Hesse
svn-id: r42716
2009-07-07- Separate Playtoons gametypes from in GobEngine::initGameParts()Arnaud Boutonné
- Add a specific save/load class for Playtoons as some specific files need to be tested svn-id: r42214
2009-07-05Removing the now unneeded Game_v* classesSven Hesse
svn-id: r42131
2009-07-05Putting the Urban noCD check into Init_v6::initGame()Sven Hesse
svn-id: r42130
2009-07-05Removing the now empty Game_Fascination classSven Hesse
svn-id: r42125
2009-07-05Moving the "Collision" stuff to Hotspots in hotspots.cpp/.hSven Hesse
svn-id: r42123
2009-06-24Wrapping resources (out of TOT, EXT, IM? and EX? files) loading into its own ↵Sven Hesse
class svn-id: r41839
2009-06-23Putting basic TOT handling into its own classSven Hesse
svn-id: r41821
2009-06-22Renaming parse.h and parse.cpp to expression.h and expression.cppSven Hesse
svn-id: r41773
2009-06-22Pushing script.o downSven Hesse
svn-id: r41762
2009-06-22Encapsulating script file accessSven Hesse
svn-id: r41753
2009-06-07Dropping the v1 parser functions in favour of the extended v2 onesSven Hesse
svn-id: r41317
2009-05-31- A new save system for the GobEngine, one that is not fundamentally broken ↵Sven Hesse
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
2009-05-20Moving CoktelVideo (IMD/VMD) and the Indeo3 code (needed for Urban Runner's ↵Sven Hesse
VMDs) to graphics/video/ svn-id: r40744
2009-04-29Moving the demo-related stuff into a demos-subdirectorySven Hesse
svn-id: r40212
2009-04-29Fix buildSven Hesse
svn-id: r40209
2009-04-24Added supported for BAT-based non-interactive demos, namely the Inca2 oneSven Hesse
svn-id: r40129
2009-04-24Added support for SCN-based non-interactive demosSven Hesse
svn-id: r40122
2009-04-21Patch #2725859 : Added some MD5 to the gob engine, modified the way the ↵Arnaud Boutonné
first STK and TOT is declared, added inter and draw skeleton for Fascination svn-id: r40059
2009-03-19Adding simple support for protracker playbackSven Hesse
svn-id: r39550
2008-12-13Modified collision init functions for Urban RunnerSven Hesse
svn-id: r35341
2008-12-13Added a SaveLoad for Urban Runner with an entry to make the scripts believe ↵Sven Hesse
the file mdo.def (config file created by the original installer) always exists svn-id: r35338
2008-12-09Experimental support for VMD frames encoded in Indeo 3 (Indeo 3 decoder ↵Sven Hesse
closely based on the one in ffmpeg). Since Indeo 3 uses full 24bit colors (in YUV-space), frame data is mapped to the current palette (using an octree, should be the fasted way, methinks) and dithered with the Sierra-2-4A ("Filter Light") error distribution algorithm. svn-id: r35290
2008-09-02Urban Runner stubsSven Hesse
svn-id: r34286
2008-08-30Added some The Last Dynasty stubsSven Hesse
svn-id: r34217
2008-05-28Script variables are now always stored in the game version's native endianess.Sven Hesse
This should make Woodruff playable on big-endian systems. svn-id: r32352
2008-05-10Restructured saving/loading and added a stub for WoodruffSven Hesse
svn-id: r31989
2008-05-08Implemented the background "music" / atmospheric sounds in WoodruffSven Hesse
svn-id: r31949
2008-05-08Split off the actual mixing part of SoundBlasterSven Hesse
svn-id: r31938
2008-05-08Restructured sound codeSven Hesse
svn-id: r31937
2008-05-06Allow static and dynamic plugins to be used at the same timeJordi Vilalta Prat
svn-id: r31888
2008-04-27Implemented support for VMDs substituting object animations.Sven Hesse
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