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2015-07-04SAGA: Initial work on the DOS ITE demoFilippos Karapetis
2015-07-04SAGA: Add support for the scene descriptors of the ITE DOS demoFilippos Karapetis
2015-07-03SAGA: Fix Adlib in original DOS CD version of Inherit the Earth.Kirben
2015-06-29SAGA: Search for sample.ad/sample.opl in the drivers directory for IHNMFilippos Karapetis
2015-06-28SAGA: Tweak music timing in IHNM introTorbjörn Andersson
This wasn't a regression. The music has always been cut off at an awkward point.
2015-06-28SAGA: Use the new "Miles" drivers for AdLib and MT-32Torbjörn Andersson
Note that this breaks the IHNM demo, as provided on the ScummVM web page, since it doesn't have the sample.ad and sample.opl files needed, but I have a feeling that this is a packaging error on our part. I don't have the original release of ITE, so I can't test that.
2015-06-06AUDIO: Make makeAIFFStream return a RewindableAudioStreamMatthew Hoops
All callers requiring SeekableAudioStream have been adapted by using dynamic_cast
2015-05-14SAGA: Avoid code duplicationWillem Jan Palenstijn
2015-05-12SAGA: Only handle the puzzle scene for ITEFilippos Karapetis
2014-10-28SAGA: Remove trailing whitespaceFilippos Karapetis
2014-10-27SAGA: Remove the buggy actor swapping fixup code for IHNMFilippos Karapetis
This was a hack that was implemented while IHNM was being developed. That code should no longer be needed. If this issue does occur again, the actual cause should be investigated, instead of hiding it with workarounds. The code was buggy anyway, as _currentProtag was not initialized properly
2014-09-28SAGA: Silence a gcc warningMatthew Hoops
2014-08-06SAGA: Fix OOB access in the Shorten decoderFilippos Karapetis
The changes are based on the Java implementation of the Shorten decoder. This avoids all the out of bounds access (negative array indices), but it still doesn't fully fix the actual decoder
2014-07-20SAGA: Add support for MIDI music in SAGA2 gamesFilippos Karapetis
2014-07-20SAGA: CleanupFilippos Karapetis
2014-07-20SAGA: Add debug commands for playing music, sounds and voicesFilippos Karapetis
2014-07-20SAGA: Some renamingFilippos Karapetis
2014-07-20SAGA: Remove the now unneeded individual cave scene handlersFilippos Karapetis
2014-07-20SAGA: Merge all of the ITE intro cave scene handlersFilippos Karapetis
2014-07-20SAGA: Move ITE credits together with the other ITE static dataFilippos Karapetis
2014-07-20SAGA: Move the ITE intro text together with the other static ITE dataFilippos Karapetis
2014-07-20SAGA: Add wrappers for queuing music eventsFilippos Karapetis
2014-07-20SAGA: Get rid of the MUSIC_DEFAULT flagFilippos Karapetis
2014-07-20SAGA: Fix spacingFilippos Karapetis
2014-07-20SAGA: Move and rename some defines which are only used in the ITE introFilippos Karapetis
2014-06-28SAGA: Added detection for Chinese floppy ITE. Needs CJK renderingEugene Sandulenko
2014-05-27ALL: Make Debugger command function names conform to our guidelines.Johannes Schickel
2014-05-27ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd.Johannes Schickel
2014-05-27ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf.Johannes Schickel
2014-02-28IMAGE: Move all ImageDecoders to image/Matthew Hoops
2014-02-18SAGA: Make GPL headers consistent in themselves.Johannes Schickel
2013-11-26Merge pull request #375 from digitall/engineAutoPlugJohannes Schickel
RFC: Pluggable Engines #2 (No Python, just evolution of current configure shell and make code)
2013-11-24SAGA: Janitorial - Fix spacing errorsStrangerke
2013-11-24BUILD: Remove need for engine.mk in each engine directory.D G Turner
Each engine now only has to provide a single configure.engine file adding the engine into the configure script, which then produces the required other files automatically.
2013-11-24BUILD: Remove need for engine-plugin.h in engines.D G Turner
This is now generated automatically by the configure script from the engine directory names.
2013-11-24BUILD: Split engines/plugins_table header down to a file per engine.D G Turner
This is the third and final commit enabling fully pluggable engines. Now providing an engine folder contains a configure.engine, engine.mk and engine-plugin.h file, it will be picked up automatically by the configure script.
2013-11-24BUILD: Split engines.mk down to a single file per engine.D G Turner
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine.
2013-11-24BUILD: Split configure.engines down to a single file per engine.D G Turner
This is the first part of allowing engines to be added dynamically. They are placed into a folder in engines/ which must contain a file named "configure.engine" to add the engine, which is pulled into the top level configure script automatically.
2013-10-08SAGA: Remove unused assignment. CID 1002506Eugene Sandulenko
2013-10-08SAGA: Remove unused assignment. CID 1002505Eugene Sandulenko
2013-10-02SAGA: Clean up variable scopeWillem Jan Palenstijn
2013-10-02SAGA: Silent Cppcheck warning in Sprite::loadList().Rodrigo Rebello
2013-08-03SAGA: Take advantage of Sufrace::getPixels.Johannes Schickel
2013-08-03SAGA: Prefer getBasePtr over direct Surface::pixels access.Johannes Schickel
2013-07-15SAGA: Fix CID 1002507. Unused pointer value.Eugene Sandulenko
2013-07-14JANITORIAL: Remove trailing whitespaceSven Hesse
2013-07-02SAGA: Fix odd memcmp() conditions, as reported by clangFilippos Karapetis
Thanks to LordHoto for pointing those out - they followed the incorrect paradigm of previous code
2013-06-08SAGA: Add "fallthrough" comments to switch. CID 1003742, 1003743Torbjörn Andersson
I'm almost certain these are intentional fallthroughs. It makes sense to handle the little-endian cases like the big-endian ones, with the added FLAG_LITTLE_ENDIAN.
2013-06-01SAGA: Add missing "break"sTorbjörn Andersson
It seems pretty clear to me that these fallthroughs were not intentional, seeing how one of them could cause ITE to fall through to IHNM-specific code. CID 1003744, 1003745
2013-05-02COMMON: Change kPlatformPC to kPlatformDOSMatthew Hoops
"PC" was very ambiguous and now it matches what we show in the GUI. This also corrects sword2's platform to Windows.