Age | Commit message (Collapse) | Author |
|
svn-id: r22942
|
|
svn-id: r22903
|
|
svn-id: r22848
|
|
svn-id: r22717
|
|
- introduces Screen::getCPagePtr and Screen::getPageRect (which should ease the introduction of dirty rect handling)
- moves KyraEngine::loadBitmap to Screen
svn-id: r22716
|
|
svn-id: r22708
|
|
The settings in older savegames are ignored.
svn-id: r22705
|
|
svn-id: r22661
|
|
- deletes Screen::drawPixel
svn-id: r22622
|
|
- fixes some deinitalization problems
svn-id: r22558
|
|
svn-id: r22533
|
|
svn-id: r22531
|
|
- fixes initalisation problems
- adds setX, setY, setDrawPage to Kyra::Movie instead of directly accessing _x, _y and _drawPage
svn-id: r22490
|
|
some of the custom delay loops in script_v1.cpp. Could it be used there?
svn-id: r22394
|
|
them will at least sleep if the remaining delay is at least 10 ms. (Personally,
I don't like the idea of busy-waiting even 9 ms, but now that it's in its own
function, it becomes much easier if we want to change that behaviour. There are
still plenty of custom delay loops left, though.)
svn-id: r22393
|
|
have added or removed "break"s, but not in any way which should change the
program's behaviour. I.e. I've added "break" to the final case, and after
calling quitGame(), and I've removed "break" after "return".
svn-id: r22383
|
|
- splits game table for kyra1 and kyra2.
svn-id: r22309
|
|
- starts to clean up the engine initalisation code
svn-id: r22308
|
|
svn-id: r22256
|
|
Hand of Fate, to use as a basis for further work
svn-id: r22252
|
|
error code (the engine is now passed indirectly via a double pointer)
* Removed Engine_Empty (obsolete now that engines can return actual error codes)
svn-id: r22199
|
|
svn-id: r22190
|
|
handling (specifically the GUI error message if no game is found in the specified directory), and cleans up the constructor/destructor a bit to allow a clean exit.
svn-id: r22189
|
|
if it does not
- Give more understandable feedback to user when SCUMM module can't find
a game
- Put TODO to kyra engine as their current detection scheme does not let
easily tell if game data really present in specified directory
svn-id: r22163
|
|
initial savegame is created when kyrandia is started for the first time
svn-id: r22153
|
|
svn-id: r21980
|
|
svn-id: r21937
|
|
new getActiveDomain method that returns a pointer to the actual active *domain*
- Added Engine::_targetName whose value is computed from the name of the active domain
- Removed GameDetector::_targetName, instead code now uses either Engine::_targetName or the name of the active domain
- This in turn allowed for removing usage of GameDetector in many places
svn-id: r21916
|
|
EN_GRB should be used for games which have both variants. Currently it is
MM NES and BASS. All other are switched to EN_ANY.
svn-id: r21702
|
|
trailing semicolon (this helps certain tools to parse our code better)
svn-id: r21689
|
|
distinguish them)
svn-id: r21686
|
|
Adlib sfx") (created a wrapper class for two different sound drivers instead of adding a new variable to the KyraEngine class and chaning stuff there)
- Prevents to play track 0 for non mt-32 midi devices (got ugly sound output with windows midi)
svn-id: r21479
|
|
svn-id: r21472
|
|
in case some engine writer decide to do something unwise
- Removed used of ConfMan.getKey("path") in file-related cases, because
now File class handles that
- Fixed bug in ScummEngine_v80he::o80_getFileSize() where path delimiters
weren't translated
svn-id: r21443
|
|
entering the castle. I hope this is a fair approximation of how the original
worked. Of course, this led to a couple of more renamings:
_unk5 -> _soundTrigger
updateCallback54() -> update_setSoundTrigger()
snd_setUnk5() -> snd_getSoundTrigger() (yes, "get")
At the moment, the only known sound triggers are the ones in the castle. If an
unknown trigger is set, the debugging messages will be really, really noisy. I
don't know if I should consider this a bug or an extremely annoying feature.
svn-id: r21396
|
|
svn-id: r21379
|
|
Dialog of Death pops up. Also, mouse clicks are now registered on button up instead of button down, as in the original
svn-id: r21377
|
|
- made some function parameters const (to work with new static res code)
svn-id: r21365
|
|
svn-id: r21315
|
|
automatically, for some reason.
svn-id: r21312
|
|
svn-id: r21311
|
|
- Adds support for amiga .pak files (and a filelist)
svn-id: r21299
|
|
svn-id: r21290
|
|
shapes and wrongly call of the kyragame fading in the outro)
- Removes a new line from a warning in seqplayer.cpp
svn-id: r21263
|
|
malcolm and kallak.
Also corrects callback50() which seem to improve the sound a bit in the kallak writing scene.
svn-id: r21238
|
|
Cleaned up the sound code a bit (removed some unneeded functions).
svn-id: r21234
|
|
svn-id: r21167
|
|
- Added new GameDescriptor struct (similar to PlainGameDescriptor but with
Common::String members instead of const char * ones)
- Changed DetectedGame to subclass GameDescriptor
- Removed toGameSettings() in favor of new (template) constructors in
DetectedGame and GameDescriptor
- Fixed a bug in the obsolete gameid handling in the SCUMM & SIMON engines
svn-id: r21150
|
|
- made use of the new DetectedGame constructor from my last commit
- some related cleanup
svn-id: r21149
|
|
and speech modes (text only, speech only, speech & text) can now be
configured. Toggling music and sound in general is not enabled yet.
Also formatted the static menu resources a bit differently, made
sure some vars in the menu code always got initalized, and
fixed a slight formatting error :).
svn-id: r21145
|