Age | Commit message (Collapse) | Author | |
---|---|---|---|
2011-12-15 | PEGASUS: Add Norad Delta | Matthew Hoops | |
And with that, ladies and gentlemen, Pegasus Prime is officially completable in ScummVM. | |||
2011-12-13 | PEGASUS: Add the bomb detonation game | Matthew Hoops | |
2011-11-01 | PEGASUS: Add the ECR monitor | Matthew Hoops | |
Panorama not 100% working yet, but the mask does :P | |||
2011-11-01 | PEGASUS: Add the panorama scroll class | Matthew Hoops | |
2011-11-01 | PEGASUS: Add the panorama class | Matthew Hoops | |
2011-10-27 | PEGASUS: Add the Shuttle HUD | Matthew Hoops | |
2011-10-27 | PEGASUS: Add the energy beam weapon | Matthew Hoops | |
2011-10-27 | PEGASUS: Add the tractor beam class | Matthew Hoops | |
2011-10-27 | PEGASUS: Add the graviton cannon! | Matthew Hoops | |
2011-10-27 | PEGASUS: Add the shuttle weapon base class | Matthew Hoops | |
2011-10-24 | PEGASUS: Add the robot ship | Matthew Hoops | |
2011-10-23 | PEGASUS: Add the space junk stuff | Matthew Hoops | |
2011-10-23 | PEGASUS: Add the planet mover for the space chase | Matthew Hoops | |
2011-10-23 | PEGASUS: Add the basic 3D logic for the space chase | Matthew Hoops | |
2011-10-23 | PEGASUS: Add the hermite code for the space chase | Matthew Hoops | |
2011-10-23 | PEGASUS: Add the Mars canyon chase sequence | Matthew Hoops | |
2011-10-22 | PEGASUS: Add Norad Alpha | Matthew Hoops | |
Not yet completable, but you can at least fill the oxygen mask to go through the Mars Maze now. | |||
2011-10-20 | PEGASUS: Add the base Norad code | Matthew Hoops | |
(Common stuff between both Norad Alpha and Norad Delta) | |||
2011-10-15 | PEGASUS: Add the Mars neighborhood | Matthew Hoops | |
Does not include the space chase just yet or canyon chase. The robot timer seems a bit wonky right now and doesn't stop, but everything else seems to be working. | |||
2011-10-14 | PEGASUS: Add the Mars reactor element code | Matthew Hoops | |
2011-10-13 | PEGASUS: Add the WSC neighborhood | Matthew Hoops | |
Seems to be working fine, minus the molecule sprites (though the minigame is completable and the antidote can be found). | |||
2011-10-10 | PEGASUS: Stub off map handling | Matthew Hoops | |
Needed to be able to load saved games | |||
2011-10-06 | PEGASUS: Add the Full TSA neighborhood | Matthew Hoops | |
2011-10-05 | PEGASUS: Add the Tiny TSA neighborhood | Matthew Hoops | |
2011-10-02 | PEGASUS: Add the basic Caldoria neighborhood | Matthew Hoops | |
Does not include the end-of-game timers and sequence yet. It's currently hooked up to the full game, but does not go beyond the first frame of the wake-up sequence right now. | |||
2011-09-29 | PEGASUS: Add the auto dragger code | Matthew Hoops | |
2011-09-27 | PEGASUS: Keep specific neighborhood code in subfolders | Matthew Hoops | |
2011-09-27 | PEGASUS: Add the ItemDragger classes | Matthew Hoops | |
2011-09-27 | PEGASUS: Add the Prehistoric neighborhood | Matthew Hoops | |
Yes, the first neighborhood is here! And all the world rejoiced, yet it was still not used in the code so the rejoicing was kept to a low murmur. It's the smallest neighborhood and will be used as a testbed for the code while the other neighborhoods are coded. | |||
2011-09-25 | PEGASUS: Add the interface class | Matthew Hoops | |
2011-09-24 | PEGASUS: Add the compass class | Matthew Hoops | |
2011-09-24 | PEGASUS: Add retscan/shield biochips | Matthew Hoops | |
2011-09-24 | PEGASUS: Add remaining specialized inventory items | Matthew Hoops | |
2011-09-24 | PEGASUS: Import AI code and relevant items | Matthew Hoops | |
2011-09-22 | PEGASUS: Add the EnergyMonitor class | Matthew Hoops | |
2011-09-22 | PEGASUS: Add the InventoryPicture class (and its derivatives) | Matthew Hoops | |
2011-09-20 | PEGASUS: Add new menu class | Matthew Hoops | |
2011-09-20 | PEGASUS: Remove remaining 'old' code | Matthew Hoops | |
2011-09-20 | PEGASUS: Remove VideoManager code | Matthew Hoops | |
It was originally from Mohawk and does not fit in with the new graphics management introduced. Movie will be used from here on out! In addition, the intro code has been rewritten and now it properly starts from the new code. | |||
2011-09-20 | PEGASUS: Add first stab at the Movie class | Matthew Hoops | |
Seems this means the end of the base classes -- onto actual game logic from here on out! | |||
2011-09-19 | PEGASUS: Add the Surface classes | Matthew Hoops | |
Renamed from GWorld; I'm trying to distance us from QuickDraw as much as possible :P | |||
2011-09-17 | PEGASUS: Add transition classes | Matthew Hoops | |
2011-09-16 | PEGASUS: Implement fader support | Matthew Hoops | |
2011-09-10 | PEGASUS: Implement two of the primitive-based DisplayElements | Matthew Hoops | |
2011-09-08 | PEGASUS: Create separate Cursor class for cursors | Matthew Hoops | |
2011-09-07 | PEGASUS: Add Idler framework | Matthew Hoops | |
2011-09-06 | PEGASUS: Implement two of the base input classes | Matthew Hoops | |
2011-09-05 | PEGASUS: Restructure remaining MMShell code into the base code | Matthew Hoops | |
MMTimeValue has been removed, as Common::Timestamp will just be used instead | |||
2011-09-05 | PEGASUS: Remove unused MMResourceFile code | Matthew Hoops | |
We'll just use our resource code instead | |||
2011-09-05 | PEGASUS: Cleanup and hookup the notification code | Matthew Hoops | |