aboutsummaryrefslogtreecommitdiff
path: root/engines/gob
AgeCommit message (Collapse)Author
2012-07-30GOB: Move the Once Upon A Time palettes into their own fileSven Hesse
2012-07-30GOB: Play a click sound in the Once Upon A Time menusSven Hesse
2012-07-30GOB: Add some PreGob sound utility functionsSven Hesse
2012-07-30GOB: Stubbily implement the Once Upon A Time menusSven Hesse
2012-07-30GOB: Move the intro parts into OnceUpon::showIntro()Sven Hesse
2012-07-30GOB: Show the specific game title in Once Upon A TimeSven Hesse
2012-07-30GOB: Show the Once Upon A Time fairytale quoteSven Hesse
2012-07-30GOB: Show the Once Upon A Time wait/load screenSven Hesse
2012-07-30GOB: Add a PreGob method to get a localized file nameSven Hesse
2012-07-30GOB: Add a simple class for PreGob TXT filesSven Hesse
2012-07-30GOB: Move the background saving into its own class BackBufferSven Hesse
2012-07-30GOB: Show a mock-up of the Once Upon A Time titleSven Hesse
The actual intro is described in a SEQ file. We don't support those yet.
2012-07-30GOB: Implement the copy protection in Once Upon A TimeSven Hesse
2012-07-30GOB: Add PreGob animation utility functionsSven Hesse
2012-07-30GOB: Verify the language in Once Upon A TimeSven Hesse
2012-07-30GOB: Load the Once Upon A Time fontsSven Hesse
2012-07-30GOB: Open the Once Upon A Time archivesSven Hesse
2012-07-30GOB: Add support for different methods of handling EndiannessSven Hesse
The Once Upon A Time games handle endianness different in ANI, DEC and RXY files than Geisha does. We need to support both approaches.
2012-07-30GOB: Add PreGob input/event utility functionsSven Hesse
2012-07-30GOB: Add some PreGob and Once Upon A Time cursor functionsSven Hesse
2012-07-30GOB: Add palettes for Once Upon A TimeSven Hesse
2012-07-30GOB: Add some generic PreGob graphics functionsSven Hesse
2012-07-30GOB: Add PreGob stubs for the Once Upon A Time gamesSven Hesse
2012-07-30GOB: Add a more complex detection for Once Upon A Time titlesSven Hesse
The hard-coded Once Upon A Time titles, Abracadabra and Baba Yaga, are impossible to distinguish by file name alone. The same is true for the each three platforms, DOS, Amiga and Atari ST. We do need to know exactly which game and platform a specific path holds, though, because they're a) completely hard-coded b) the data files have platform-specific endianness Therefore, when the filename-based fallback detector finds one of those games, we open the archives and look inside them. We detect the specific game by looking at which animal names are present; and the platform by inspecting the endianness of the title screen's DEC file, in addition to the existence of a MOD file to distinguish the Atari ST from the Amiga version.
2012-07-30GOB: Add detection tables for Baba Yaga and AbracadabraSven Hesse
2012-07-30GOB: Move the method definitions out of the GobMetaEngine class definitionSven Hesse
2012-07-30GOB: Move drawString into FontSven Hesse
2012-07-30GOB: Keep the mouse responsive while waiting for the frame to endSven Hesse
2012-07-30GOB: Don't crash when drawPackedSprite() can't open the spriteSven Hesse
2012-07-30GOB: Don't crash when there's no _inter objectSven Hesse
2012-07-30GOB: Don't crash when the engine wasn't fully initialized on exitSven Hesse
2012-07-30GOB: const correctness in SoundBlaster::playComposition()Sven Hesse
2012-07-30GOB: Return proper errors in GobEngine::run()Sven Hesse
2012-07-29Merge pull request #252 from DrMcCoy/detector_public_reportUnknownJohannes Schickel
DETECTOR: Make reportUnknown() accessible to inherited AdvancedMetaEngine classes
2012-07-04GOB: Don't print a warning when oGeisha_checkData() doesn't find fin.totSven Hesse
Geisha looks if fin.tot exists to check if it needs to open disk3.stk. This is completely normal, so don't print a warning.
2012-07-04GOB: Add a French DOS version of GeishaSven Hesse
As supplied by misterhands in bug report #3539797.
2012-07-04GOB: Give the Geisha detection entries proper languagesSven Hesse
2012-06-27GOB: Report unknown game variant when using the file based fallback detectorSven Hesse
2012-06-27DETECTOR: Make detectGameFilebased() return a list of MD5s and file sizesSven Hesse
Since we need a FSNode parent for Mac resource forks, we need to change signature of detectGameFilebased(), too.
2012-06-23GOB: Fix a very stupid mistake in the Gob1 background track selectionSven Hesse
Thanks to salty-horse for catching that. :)
2012-06-22GOB: Give Geisha and Fascination fallback entries AdLib feature flagsSven Hesse
2012-06-22GOB: Add fallback detection entries for Little RedSven Hesse
2012-06-22GOB: Reorganize the detection tablesSven Hesse
The big table with it's 330 entries grew far too messy and unwieldy, so I'm splitting it into several files. One file for each game, with some exceptions: - The Playtoons series - The ADI / Addy 2 series - The ADI / Addy 4 series - The Adibou / Addy Junior series
2012-06-22GOB: _renderFlags & 0x40 means the we should draw borders around hotspotsSven Hesse
Probably a debug-only flag
2012-06-22GOB: Clean up the Fascination window hotspot code a bitSven Hesse
2012-06-22GOB: Add Surface::drawRect()Sven Hesse
2012-06-22GOB: _renderFlags & 0x80 means "Do we have windows?"Sven Hesse
2012-06-18GOB: Add a workaround for the wrong German animal names in Little RedSven Hesse
The DOS, Amiga and Atari version of Little Red come with a small screen, accessible through the main menu, that lets children read and listen to animal names in 5 languages: French, German, English, Spanish and Italian. Unfortunately, the German names are partially wrong. This is especially tragic because this is a game for small children and they're supposed to learn something here. So I deem fixing this a very good idea. Just to be sure, someone should probably look over the French, Spanish and Italian words too.
2012-06-18GOB: Don't loop /all/ sounds in Little RedSven Hesse
Just the title music... *cough*
2012-06-16GOB: Fix a segfault when quitting AJ's WorldSven Hesse