Age | Commit message (Collapse) | Author |
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svn-id: r52947
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a difference for Fascination, not for the other games using mult_v2. This fixes the refresh of all the little animations in Fascination.
svn-id: r52132
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The actual frame content is still not there, though :P
svn-id: r51911
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svn-id: r51895
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Fix IMD playing for some fringe cases, especially when seeking
beforehand.
svn-id: r51871
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svn-id: r51868
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Add
static const int kFrontSurface = 20;
static const int kBackSurface = 21;
static const int kAnimSurface = 22;
static const int kCursorSurface = 23;
static const int kCaptureSurface = 30;
to class Draw and substitute the raw numbers in other files with
those aliases, for readability.
svn-id: r51852
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This creates a new CoktelDecoder class using the VideoDecoder
interface, which will eventually become the new way to decode
PreIMD, IMD and VMD videos.
Since the VideoPlayer in gob is not yet ready for this, we're
disabling all video playback in the gob engine for now.
svn-id: r51850
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svn-id: r50947
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svn-id: r44716
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#2832362 ("GOB3: Scrolling locked after cutscene")
svn-id: r43147
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class
svn-id: r41839
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svn-id: r41788
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svn-id: r41753
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compensation for Woodruff
svn-id: r41508
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It's got VMD files which are still referenced as IMD
svn-id: r41407
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SurfaceDescPtr (a Common::SharedPtr); and changed many SurfaceDesc pointers to references
svn-id: r41299
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svn-id: r40166
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svn-id: r35648
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svn-id: r33896
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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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closing the object video right when it finished playing through
svn-id: r32172
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svn-id: r32146
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a lockup when entering the bar
svn-id: r32087
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svn-id: r31937
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svn-id: r31916
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This also (finally) fixes the Gob3 draw order glitch (for real, this time)
svn-id: r31915
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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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svn-id: r30238
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been updated.
svn-id: r28966
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svn-id: r28488
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svn-id: r28327
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svn-id: r28181
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svn-id: r27248
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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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svn-id: r26382
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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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svn-id: r26326
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svn-id: r26324
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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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- Added the Gob2 Mac version fac76 reported in bug #1673397
svn-id: r25977
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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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svn-id: r25401
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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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- 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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