Age | Commit message (Collapse) | Author |
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svn-id: r27832
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svn-id: r27763
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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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svn-id: r26521
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svn-id: r26508
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svn-id: r26506
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svn-id: r26493
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svn-id: r26460
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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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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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- Some more clean-up
svn-id: r26316
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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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changed Snd::terminate to a destructor (this ensures client code can't forget to do just that -- not that we'd ever forget ... ;-)
svn-id: r25884
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necessary (removing this from Gob::Snd::readBuffer); removed dead code
svn-id: r25883
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svn-id: r25882
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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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- Added the spanish gob2 version from bug report #1659884
svn-id: r25615
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the walking sound issue (#1621086)
- Fixed some misplaced actor glitches in Bargon
svn-id: r25585
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svn-id: r25532
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removed the SoundHandle starting for each sample
svn-id: r25411
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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: r25311
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- Removed Snd::getCompositionSlot(), it's not needed
svn-id: r25310
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svn-id: r25309
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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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- 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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- 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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svn-id: r20902
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svn-id: r20582
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