Age | Commit message (Collapse) | Author | |
---|---|---|---|
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) | |||
2011-10-18 | PEGASUS: Add our TGWorldSaver replacement | Matthew Hoops | |
The scoring on the death/pause screens are now shown | |||
2011-10-17 | PEGASUS: Fix TSA door locks | Matthew Hoops | |
2011-10-17 | PEGASUS: Implement deleting items when inventory is full | Matthew Hoops | |
2011-10-16 | PEGASUS: Implement screen shaking | Matthew Hoops | |
Would be great to be able to use OSystem's stuff, but that only handles vertical shaking. | |||
2011-10-15 | PEGASUS: Fix the Mars robot timer not stopping | Matthew Hoops | |
2011-10-15 | PEGASUS: Remove the unused biochip AI warnings from WSC | Matthew Hoops | |
WSC is now completable using the violent method | |||
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 | |
2011-10-14 | PEGASUS: Fix drawing WSC molecules | 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: Fix Full TSA briefing movies | Matthew Hoops | |
2011-10-10 | PEGASUS: Stub off map handling | Matthew Hoops | |
Needed to be able to load saved games | |||
2011-10-10 | PEGASUS: Add some missing Neighborhood destructor code | Matthew Hoops | |
Now AI rules don't carry over to the next neighborhood :P | |||
2011-10-09 | PEGASUS: Fix the historical log comparison screen | Matthew Hoops | |
Original code does not have cursorSpot null checks, so it looks like Codewarrior may have handled this strangely... | |||
2011-10-09 | PEGASUS: Disable AI energy warnings in the demo | Matthew Hoops | |
The videos don't exist, so you'd be in for a surprise after playing for an hour | |||
2011-10-06 | PEGASUS: Add the Full TSA neighborhood | Matthew Hoops | |
2011-10-05 | PEGASUS: Add the Tiny TSA neighborhood | Matthew Hoops | |
2011-10-04 | PEGASUS: Fix playSpotSoundSync playSoundSegment call | Matthew Hoops | |
2011-10-04 | PEGASUS: Fix turning | Matthew Hoops | |
2011-10-03 | PEGASUS: Fix moving forward | Matthew Hoops | |
You know, actually initialize some variables :P | |||
2011-10-02 | PEGASUS: Fix extra sync | Matthew Hoops | |
Caldoria now starts up | |||
2011-10-02 | PEGASUS: Fix Caldoria::updateCursor | Matthew Hoops | |
This actually looks like an original game bug... The original does no checking for null here, but Neighborhood::updateCursor() clearly does | |||
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. | |||
2011-10-01 | PEGASUS: Fix neighborhood callbacks | Matthew Hoops | |
2011-09-29 | PEGASUS: Fix energy monitor not showing up | Matthew Hoops | |
2011-09-29 | PEGASUS: Allow getting frames from videos | Matthew Hoops | |
2011-09-28 | PEGASUS: Fix exit table loading | Matthew Hoops | |
2011-09-28 | PEGASUS: Fix valgrind warnings with the spots | Matthew Hoops | |
2011-09-27 | PEGASUS: Keep specific neighborhood code in subfolders | Matthew Hoops | |
2011-09-27 | PEGASUS: Push the sound spots file name to subclasses | 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. | |||
2011-09-27 | PEGASUS: Import the remainder of the Neighborhood code | Matthew Hoops | |
2011-09-26 | PEGASUS: Add the GameInteraction class | Matthew Hoops | |
2011-09-26 | PEGASUS: Import a bunch more neighborhood code | Matthew Hoops | |
2011-09-26 | PEGASUS: Begin populating the Neighborhood class with more useful functions | 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 | |
2011-09-08 | PEGASUS: Add and hookup the InputHandler class | Matthew Hoops | |
2011-09-06 | PEGASUS: Implement two of the base input classes | Matthew Hoops | |
2011-09-06 | PEGASUS: Properly handle regions in hotspots | 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: Cleanup and hookup the notification code | Matthew Hoops | |
2011-09-05 | PEGASUS: Stub off spot sound code | Matthew Hoops | |
2011-09-04 | PEGASUS: Implement very basic hotspot loading | Matthew Hoops | |
Need to get more complex regions loaded, though... will be a major problem | |||
2011-09-02 | PEGASUS: Begin restructuring the game state classes | Matthew Hoops | |
The entire game state should now be functional |