Age | Commit message (Collapse) | Author | |
---|---|---|---|
2012-06-08 | Merge pull request #243 from lordhoto/cursor-no-scale | Eugene Sandulenko | |
ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" logic. | |||
2012-06-08 | GOB: Implement shooting in Penetration | Sven Hesse | |
Geisha's Penetration minigame should be complete now. This also means that Geisha is now basically complete. The only thing missing is the MDYPlayer, but since the music is only played once during the title screen, and it has a PCM-based fallback (which is currently played), this is low priority. | |||
2012-06-08 | GOB: Rewrite "pathfinding" and implement moving enemies | Sven Hesse | |
Since shooting does not yet work, we're just getting mauled by them... | |||
2012-06-07 | GOB: Hook up the Penetration minigame in the cheater | Sven Hesse | |
2012-06-07 | GOB: Handle Penetration shooting animations more cleverly | Sven Hesse | |
Still no bullets, though :P | |||
2012-06-07 | GOB: Better controls in Geisha's Penetration | Sven Hesse | |
You can actually move diagonally now | |||
2012-06-07 | GOB: Add a way to reopen currently opened IMD/VMD videos | Sven Hesse | |
This is a workaround for how Lost in Time behaves in combination with changes I made to the DataIO code for running Urban Runner on low-memory devices. Urban Runner's intro are far to big to have them copied into memory for these devices, so I made the DataIO code return a SafeSeekableSubReadStream into the opened archive stream instead. Unfortunately, Lost in Time might not close a video file when it closes the data file which it was originally in, especially when loading a saved game. Since the video player needs to be able to gaplessly continue a video and there does not, by itself, close the video if not requested by the scripts, this leads to reading out of an already closed stream in certain cases. So, to worka round this issues, the video player tries to reopen each currently opened video after a data archive was closed, to make sure that that video is still available. If not, the video is closed. | |||
2012-06-06 | GOB: Add the original broken German as comments | Sven Hesse | |
2012-06-06 | GOB: Draw info texts in Penetration | Sven Hesse | |
The German strings have been changed from the original, to fix the horribly broken German. Someone should probably check the Italian and Spanish strings too. | |||
2012-06-06 | GOB: Set Penetration floor palettes and fade in/out | Sven Hesse | |
2012-06-06 | GOB: Implement exiting floors | Sven Hesse | |
2012-06-06 | GOB: Clean up the Penetration map handling a bit | Sven Hesse | |
2012-06-06 | GOB: Implement Penetration submarine shooting and dying | Sven Hesse | |
Shots don't result in bullets yet, though | |||
2012-06-06 | GOB: const correctness | Sven Hesse | |
2012-06-05 | GOB: Implement health gain/loss for mouths | Sven Hesse | |
2012-06-05 | GOB: Play sounds for mouths and shields in Penetration | Sven Hesse | |
2012-06-05 | GOB: Animate mouths in Geisha's Penetration | Sven Hesse | |
2012-06-03 | GOB: Fix invalid reads in Geisha's minigames | Sven Hesse | |
2012-06-03 | GOB: Remove unnecessary include | Sven Hesse | |
A remnant of when we were still doing dithering color LUT creation at startup | |||
2012-06-03 | GOB: Consume shields in Penetration | Sven Hesse | |
2012-06-03 | GOB: Limit Penetration movement to walkable tiles | Sven Hesse | |
2012-06-03 | ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" ↵ | Johannes Schickel | |
logic. All uses of the old target scale API actually wanted to disallow scaling of the mouse cursor. This commit adapts our API to this and thus simplifies backend implementations. Some backends, most notable the Wii and Android, did some implementation of the cursor target scale, which I didn't adapt yet. I added a TODO for the porters there. | |||
2012-06-03 | GOB: Display the Penetration submarine | Sven Hesse | |
2012-06-03 | GOB: Draw the Penetration map and do basic movement | Sven Hesse | |
2012-06-03 | GOB: Draw the map in a separate surface | Sven Hesse | |
Still hidden for now. | |||
2012-06-02 | GOB: Draw the shield and health meters in Penetration | Sven Hesse | |
2012-06-02 | GOB: Add animation handling frame to Penetration | Sven Hesse | |
2012-06-02 | GOB: Correctly name the Penetration script variables | Sven Hesse | |
2012-05-29 | GOB: Fix v7 cursors drawn by the scripts | Sven Hesse | |
When the cursor name is "", then that cursor is drawn by the scripts instead of loaded from cursor32.dll. That cursor does not have its own palette then. Fixes the cursors in the "paint" game in Adibou2. | |||
2012-05-29 | GOB: Hook up the PE cursors to v7 loadCursor | Sven Hesse | |
Addy Junior / Adibou2 now shows proper cursors. Thanks to clone2727 for the constant nagging. :P | |||
2012-03-30 | GOB: Add a Spanish Amiga version of Gobliins 2 | Sven Hesse | |
As supplied by aldozx in the forums. | |||
2012-03-11 | GOB: Add a way to add sprite coordinates to CMP files | Sven Hesse | |
Because the meter bar and icons for Penetration are not even in the CMP's RXY. | |||
2012-03-11 | GOB: Extend ANIObject to also handle CMP sprite "animations" | Sven Hesse | |
2012-03-11 | GOB: Use the CMPFile class in ANIFile | Sven Hesse | |
2012-03-11 | GOB: Use the CMPFile class in DECFile | Sven Hesse | |
2012-03-11 | GOB: Add a class for CMP sprites with RXY coordinates | Sven Hesse | |
2012-03-11 | COMMON: Rename SafeSubReadStream to SafeSeekableSubReadStream. | Johannes Schickel | |
It actually inherits from SeekableSubReadStream, so it should be named accordingly. | |||
2012-03-01 | GOB: Add detection entry for Italian playtoons2 | Fabio Battaglia | |
2012-02-26 | COMMON: Move Language and Platform functionality into separate files | Max Horn | |
2012-02-23 | Merge pull request #189 from fingolfin/cleanup | Eugene Sandulenko | |
ALL: Cleanup | |||
2012-02-22 | ALL: Fix some signed/unsigned comparison warnings. | Johannes Schickel | |
2012-02-22 | GOB: Fix type conversion warning | Max Horn | |
2012-01-29 | GOB: Fix a segfault | Sven Hesse | |
2012-01-29 | GOB: Add a cheat debug command | Sven Hesse | |
- Cheat the Diving minigame to a win - Get the mastermind solution | |||
2012-01-28 | GOB: Pick the pearl at the right frame of the animation | Sven Hesse | |
And make the pearl picking a bit less...picky. | |||
2012-01-28 | GOB: Minor cleanup | Sven Hesse | |
2012-01-28 | GOB: Play the lungs animation when breathing | Sven Hesse | |
2012-01-28 | GOB: Don't play a hurt animation right before Oko dies | Sven Hesse | |
2012-01-28 | GOB: Fade the Diving minigame in | Sven Hesse | |
2012-01-28 | GOB: End the Diving minigame when Oko is dead | Sven Hesse | |