Age | Commit message (Collapse) | Author |
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svn-id: r49047
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These functions are only used internally be Engine subclasses, and
by moving them to a separate header we can reduce indirect header
dependencies.
svn-id: r48934
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asleep"), after discussing it with [md5]. It may not be exactly like the
original, but it looks a lot closer now.
svn-id: r39937
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- Added two new defines, ENABLE_IHNM and ENABLE_SAGA2 (enabled by default), which can be used to remove the parts of the SAGA engine which are specific to IHNM and SAGA 2 games. Hopefully, this will reduce the size of the engine even more for platforms with little memory (e.g. the Nintendo DS)
svn-id: r35672
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resource type (RSC for ITE, RES for IHNM and HRS for DINO/FTA2). The SAGA 2 HRS resource manager is still a stub
- Added detection for the voice file of FTA2
svn-id: r35484
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reduced the game IDs and added game features where necessary
svn-id: r35467
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- More changes for dirty rectangle handling
- Stop adding dirty rectangles that cover the whole screen for no reason
- Dirty rectangle handling is still very buggy, so it's still disabled
svn-id: r35314
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svn-id: r35281
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few, where it's modified directly)
- Added skeleton code for dirty rectangle handling (still unfinished and non-working)
- Added wrapper functions to access the back buffer, which add the appropriate dirty rectangles automatically
svn-id: r35264
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svn-id: r35251
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svn-id: r35250
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svn-id: r35062
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- Moved initCommonGFX() && GUIErrorMessage() out of class Engine
- got rid of the _autosavePeriod member (this prevented users from
changing the autosave period during runtime)
- Got rid of an evil 'using GUI::Dialog' statement
- Clarified some Doxygen comments
svn-id: r34720
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- Removed sagaresnames.h
- Moved all special scenes to scene.h, and named them consistently (e.g. RID_ITE_OVERMAP_SCENE -> ITE_SCENE_OVERMAP)
- Moved all resources which were used by the ITE intro into ite_introproc.cpp
- Removed several defines which were only used once (e.g. the SFX names)
- Reordered the GameResourceDescription resources so that ITE and IHNM specific resources are placed in the end
- Updated the comment about the IHNM Mac music
- Changed the callocs in loadPalAnim to mallocs, like in the rest of the code
- Removed the MEM error
svn-id: r32282
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svn-id: r30667
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svn-id: r30238
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svn-id: r29927
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svn-id: r29855
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svn-id: r29038
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svn-id: r28937
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svn-id: r28722
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svn-id: r28710
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svn-id: r28707
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svn-id: r28705
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though, so it still doesn't work
svn-id: r28702
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svn-id: r28686
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svn-id: r28362
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options screen work in the non-interactive part of the demo
svn-id: r28344
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svn-id: r28252
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The IHNM demo no longer crashes now
svn-id: r28250
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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erroneously change color now when moving between rooms
svn-id: r27004
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svn-id: r23496
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recently added (cursor) palette manager) so that the cursor can be properly
restored after returning from the GUI.
If there's any C++ magic that can keep the backend functions from being called
by anything else than these managing classes, that would probably be a good
idea. Also, since the cursor manager keeps a copy of the cursor image, perhaps
there are at least some backends that will no longer need to?
svn-id: r22639
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tool to detect sound resource)
svn-id: r22433
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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
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Engine::initCommonGFX; added a TODO stating that it should eventually be removed completly
svn-id: r20738
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svn-id: r20582
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