Age | Commit message (Collapse) | Author | |
---|---|---|---|
2011-11-16 | LAUNCHER: Introduce GUIO0() in order to replace GUIO1(GUIO_NONE) | Strangerke | |
2011-11-03 | GOB: Fix a very stupid typo in the pathfinder | Sven Hesse | |
2011-11-03 | GOB: Fix analyser warnings regarding sprintf() parameter signness | Sven Hesse | |
2011-10-29 | JANITORIAL: Remove unnecessary semicolons | Torbjörn Andersson | |
2011-10-23 | LAUNCHER: Add GUIO_NOASPECT to gob | Strangerke | |
2011-10-23 | AD: Switched rest of the engines to new GUIO | Eugene Sandulenko | |
2011-09-18 | GOB: At the decorative fishes in the Diving minigame | Sven Hesse | |
2011-09-16 | GOB: Fix a stupid mistake regarding enum MouseButtons | Sven Hesse | |
2011-09-15 | GOB: Randomize when the evil fishes enter and leave | Sven Hesse | |
2011-09-15 | GOB: Randomize evil fish positions | Sven Hesse | |
2011-09-15 | GOB: Make sure that the evil fish don't drift up/down | Sven Hesse | |
2011-09-15 | GOB: Fix a typo | Matthew Hoops | |
2011-09-15 | GOB: Don't explicitly open CD1.ITK for Urban Runner | Sven Hesse | |
CD1.ITK is the one CD archive file the Urban Runner scripts open themselves in NO_CD mode. Since the PSP has extremely limited file handles, having that archive opened twice makes the load code fail on that device. Hopefully, the scripts don't decide to close and not reopend CD1.ITK in places where it's needed. A full playthrough with loading/saving between screens (especially across CD content borders, and during death screens) would probably be prudent. | |||
2011-09-14 | GOB: Tell Geisha that we have no AdLib | Sven Hesse | |
The title music is then played from SND files instead of MDY/TBR files (that we still don't yet support). | |||
2011-09-14 | GOB: Play the shooting sound in the Diving minigame | Sven Hesse | |
2011-09-14 | GOB: Randomize the evil fish types | Sven Hesse | |
2011-09-14 | GOB: Add EvilFish::mutate() | Sven Hesse | |
Changing a fish into a different fish type | |||
2011-09-14 | GOB: Implement the fish shooting part of the Diving minigame | Sven Hesse | |
2011-09-14 | GOB: Add ANIObject::rewind() | Sven Hesse | |
2011-09-14 | GOB: Add ANIObject animation mode | Sven Hesse | |
Play the animation continuously or only once. | |||
2011-09-14 | GOB: Init "Diving" cursor | Sven Hesse | |
2011-09-14 | GOB: Add stubby "Diving" white pearl drawing | Sven Hesse | |
2011-09-14 | GOB: Add stubby "Diving" black pearl drawing | Sven Hesse | |
2011-09-14 | GOB: Add ANIObject::setPause() | Sven Hesse | |
2011-09-14 | GOB: More const correctness | Sven Hesse | |
2011-09-08 | GOB: Made some static data const. | Johannes Schickel | |
2011-09-08 | JANITORIAL: Fix some formatting glitches in gob, hugo and toon | Strangerke | |
2011-09-06 | GOB: Remove unused include. | Johannes Schickel | |
2011-09-03 | GOB: Stub classes for Geisha's Diving and Penetration minigames | Sven Hesse | |
2011-09-03 | GOB: Move keyPressed() to Util | Sven Hesse | |
2011-09-03 | GOB: Add class Geisha::EvilFish | Sven Hesse | |
An "evil" fish in Geisha's "Diving" minigame. | |||
2011-09-03 | GOB: Add class ANIObject | Sven Hesse | |
Controls an animation stored within an ANI file. | |||
2011-09-03 | GOB: Add class ANIFile | Sven Hesse | |
Handles ANI files, describing animations. Used in hardcoded "actiony" parts of gob games, like Geisha's minigames. | |||
2011-09-03 | GOB: Add class DECFile | Sven Hesse | |
Handles DEC files, describing "decals" (backgrounds). Used in hardcoded "actiony" parts of gob games, like Geisha's minigames. | |||
2011-09-03 | GOB: Add class RXYFile | Sven Hesse | |
Handles RXY files, containing relative sprite coordinates. Used in hardcoded "actiony" parts of gob games, like Geisha's minigames. | |||
2011-09-03 | GOB: Add the Amiga version of Geisha | Sven Hesse | |
2011-09-03 | GOB: Make Util::setExtension() not add an extension to an empty string | Sven Hesse | |
2011-09-03 | GOB: Add Util::readString() | Sven Hesse | |
2011-08-29 | GOB: Add a workaround for some of Geisha's textboxes | Sven Hesse | |
Geisha often displays text while it loads a new TOT. Back in the days, this took long enough so that the text could be read. Since this isn't the case anymore, we'll wait for the user to press a key or click the mouse. | |||
2011-08-29 | GOB: Fix the display length of "You can't use that" texts in Geisha | Sven Hesse | |
2011-08-29 | GOB: Implement saving/loading for Geisha | Sven Hesse | |
2011-08-28 | GOB: Fix Geisha's hotspot checks | Sven Hesse | |
2011-08-28 | GOB: Fix a potential input box bug | Sven Hesse | |
2011-08-28 | GOB: Fix language inconsistencies in Geisha | Sven Hesse | |
2011-08-26 | GOB: Add cheat output for Geisha's mastermind | Sven Hesse | |
2011-08-26 | GOB: Add a console command to dump the whole variable space | Sven Hesse | |
2011-08-26 | GOB: Add oGeisha_checkData | Sven Hesse | |
2011-08-26 | GOB: Implement oGeisha_caress1 and oGeisha_caress2 | Sven Hesse | |
Used in the Mastermind minigame in Chapter 2: Caress | |||
2011-08-26 | GOB: Stub the Geisha minigame "Diving" | Sven Hesse | |
2011-08-26 | GOB: Stub the Geisha minigame "Penetration" | Sven Hesse | |