Age | Commit message (Collapse) | Author |
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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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- Changed waitRetrace() to take some time, because the scrolling speed is tuned to the retrace delays
svn-id: r25319
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- Implemented sound fading in/out
- o2_stub0x81 -> o2_scroll
svn-id: r25307
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- Changed Snd to be a permanent audiostream, to have better control over stopping, looping and compositions
- Some clean-up
svn-id: r25292
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- Implemented wide surfaces + scrolling
- Some clean-up
svn-id: r25253
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- Fixed sound playing and looping
- Changed Paula to use non-absolute panning, defaulting to 0.25/0.75 and 0.75/0.25, as per madmoose's suggestion
- Prepared/Cleaned-up Paula and Infogrames for the move to sound/mods/
svn-id: r25189
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svn-id: r25073
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svn-id: r24867
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- Each save has now its own file (.s??). They also should be endian-safe now
(Can be disabled for testing by uncommenting #define GOB_ORIGSAVES in gob.cpp)
- General endianness-fixes
svn-id: r24794
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- Fixed the compile error in GobEngine::saveGame on some systems
svn-id: r24756
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decorations are drawn
svn-id: r24752
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svn-id: r24667
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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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- 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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svn-id: r23066
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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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