Age | Commit message (Collapse) | Author |
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svn-id: r52947
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SurfaceDescPtr (a Common::SharedPtr); and changed many SurfaceDesc pointers to references
svn-id: r41299
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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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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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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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svn-id: r30664
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svn-id: r30238
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svn-id: r28181
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svn-id: r27830
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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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scummvm-devel)
svn-id: r26594
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svn-id: r26369
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work better now
- Replaced strcpy with strncpy where appropriate
- Added detection entries for other languages of the multilingual Gob3 CD; bug #1691230
svn-id: r26327
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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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svn-id: r25915
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it's supposed to check
- Fixed the actor drawn over the background glitch in Bargon Attack
- Plugged some leaks
svn-id: r25651
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Mult::_multData2 and some of the loose variables in Mult
- Added some missing MD5s/game versions (#1652352)
svn-id: r25393
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- Implemented sound fading in/out
- o2_stub0x81 -> o2_scroll
svn-id: r25307
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svn-id: r24850
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- Fixed the compile error in GobEngine::saveGame on some systems
svn-id: r24756
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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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for consistency with other #includes.
svn-id: r23585
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least for GCC)
svn-id: r23569
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now (hiya eriktorbjorn, this one is for you *ggg*)
svn-id: r23547
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checking for GCC / not GCC
svn-id: r23458
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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: r23089
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intro
svn-id: r23060
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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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- 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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Global-constructor; valgrind shows invalid reads in parseValExpr()
and parseExpr() while accessing _inter_variables and _inter_execPtr
svn-id: r22262
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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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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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