Age | Commit message (Collapse) | Author |
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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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svn-id: r40128
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svn-id: r35532
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svn-id: r35526
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svn-id: r35412
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areas of Urban Runner
svn-id: r35406
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svn-id: r35355
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svn-id: r35311
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svn-id: r35310
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YUV data, but I can use the ditherer there
svn-id: r35308
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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: r34286
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svn-id: r32163
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svn-id: r31989
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cursor limiting)
svn-id: r31846
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svn-id: r30238
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computers)
svn-id: r28664
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computers)
svn-id: r28456
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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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svn-id: r26595
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scummvm-devel)
svn-id: r26594
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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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- Changed waitRetrace() to take some time, because the scrolling speed is tuned to the retrace delays
svn-id: r25319
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- Implemented wide surfaces + scrolling
- Some clean-up
svn-id: r25253
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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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svn-id: r23464
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checking for GCC / not GCC
svn-id: r23458
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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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svn-id: r20582
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