Age | Commit message (Collapse) | Author |
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svn-id: r47945
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svn-id: r47839
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svn-id: r45470
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svn-id: r44122
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svn-id: r42354
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svn-id: r42277
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SurfaceDescPtr (a Common::SharedPtr); and changed many SurfaceDesc pointers to references
svn-id: r41299
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svn-id: r40743
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svn-id: r40211
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The results still good and generating it is fast enough to do at each start (so we don't need to save it anymore)
svn-id: r40195
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- Update BaseBackend and DC port to properly implement OSystem::fillScreen (now only PalmOS has to be updated).
- Update all client code which relied on OSystem::clearScreen so far.
svn-id: r38304
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svn-id: r35659
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svn-id: r35658
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svn-id: r35526
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svn-id: r35355
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svn-id: r35310
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palette.
So using a table-based approach to find the nearest color now, using only the upper 6 bits to stop the table from getting too large. It still takes noticeable time to build it. :/
But as a result, the video actually looks okay now...
svn-id: r35298
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instead of relying on kFeatureAutoComputeDirtyRects
svn-id: r35239
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svn-id: r35062
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- Moved initCommonGFX() && GUIErrorMessage() out of class Engine
- got rid of the _autosavePeriod member (this prevented users from
changing the autosave period during runtime)
- Got rid of an evil 'using GUI::Dialog' statement
- Clarified some Doxygen comments
svn-id: r34720
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I never get tired out those... ;)
svn-id: r32308
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svn-id: r32218
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svn-id: r32212
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related issues
svn-id: r32161
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svn-id: r32090
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svn-id: r31937
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cursor limiting)
svn-id: r31846
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svn-id: r30238
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been updated.
svn-id: r28966
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computers)
svn-id: r28664
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computers)
svn-id: r28456
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- Added feature constants for a 640x480 resolution and adlib
- Added support for game with a 640x480 resolution. Woodruff now inits the screen before it segfaults
svn-id: r28185
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svn-id: r27818
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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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- Added manual vertical scrolling
- Restricting the mouse cursor to the upper part of the split screen now
svn-id: r26547
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- wrong positioning of the inventory
- walking
- close-up fadeing in the CD version
svn-id: r26390
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lines) in Gob3
svn-id: r26387
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svn-id: r26369
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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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svn-id: r25401
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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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- Implemented wide surfaces + scrolling
- Some clean-up
svn-id: r25253
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svn-id: r24719
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- Fixed some leaks, unitialized memory and delete/delete[]-errors
svn-id: r22790
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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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to ~250). Many greetings to eriktorbjorn, and have fun recompiling.
svn-id: r21500
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svn-id: r20731
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