Age | Commit message (Collapse) | Author |
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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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svn-id: r40209
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svn-id: r40129
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svn-id: r40122
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first STK and TOT is declared, added inter and draw skeleton for Fascination
svn-id: r40059
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svn-id: r39550
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svn-id: r35341
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the file mdo.def (config file created by the original installer) always exists
svn-id: r35338
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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
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svn-id: r34286
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svn-id: r34217
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This should make Woodruff playable on big-endian systems.
svn-id: r32352
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svn-id: r31989
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svn-id: r31949
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svn-id: r31938
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svn-id: r31937
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svn-id: r31888
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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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svn-id: r30664
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svn-id: r28591
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svn-id: r28327
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svn-id: r28206
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- Yet another safety check
- Removed another hard-coded screen height
svn-id: r28205
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svn-id: r26522
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svn-id: r26414
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- wrong positioning of the inventory
- walking
- close-up fadeing in the CD version
svn-id: r26390
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- Added Inter_v3 (for new opcode o3_getTotTextItemPart)
- Some fixes to let Gob3 start with the first screen
svn-id: r26383
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- Cutting down the code-dup
- Plucking leaks
- Removing dead/unused code
- Properly naming "word_2342F"-style variables and functions (removing the warnings alongside)
- Fleshing out the "stubby" functions
- Moving functions and variables to more appropriate/logical places
- Re-ordering functions and variables
- Re-structuring functions
- Moving the IMD stuff into a new "Imd" class in the new imd.cpp/.h (still to be completely implemented and cleaned up)
- Formatting
- Getting rid off the classes "Anim", "Pack" and "Timer", along with their files
svn-id: r26252
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- Fixed the cursor animation loops in Ween and Bargon
- Added Draw_Bargon + Inter_Bargon
- Implemented Bargon Attack's hardcoded intro parts
svn-id: r25387
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svn-id: r25274
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* Renamed common.rules to rules.mk
* Removed explicit declaration of MODULE_DIRS in various spots (instead we let rules.mk compute it)
svn-id: r23275
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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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- 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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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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svn-id: r20806
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and x11 backends; added engines/module.mk
svn-id: r20584
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