Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
This might need some further thought when implementing more complex
seeking for the later games, but works for now.
|
|
|
|
|
|
|
|
|
|
The credits start too early for a few of the end game sequences, but otherwise works well (minus missing fade support, but that is throughout the game anyway).
|
|
Thanks to LordHoto for working out why this was failing.
|
|
Actually call the showCursor() function now...
|
|
clone2727-pe_exe
|
|
|
|
|
|
|
|
It will try both Windows and Macintosh executables. The hardcoded cursors have been removed.
|
|
|
|
Now the code lies in Graphics and all cursors are not cached upon opening an exe. The engine is now in charge of caching which cursors it wants.
|
|
|
|
|
|
The ID classes are now common to both. The files have been renamed to better illustrate their purpose.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
(Thanks to LordHoto for pointing out this was crazy.)
|
|
|
|
|
|
|
|
Thanks to clone2727 for reviewing this patch.
|
|
Conflicts:
backends/platform/wii/osystem_gfx.cpp
|
|
|
|
|
|
|
|
Mechanical.
|
|
|
|
|
|
|
|
Thanks to Strangerke.
|
|
Currently in some places the RGBA palettes are converted to RGB before they are
set up. There might be a better way, but this should work fine for now.
|
|
|
|
This is the same as the fix for scumm in 0e32d533.
|
|
|
|
|
|
anymore.
Keep the files are to be kept around for reference until Mechanical is
finished.
|
|
|