Age | Commit message (Collapse) | Author |
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svn-id: r48115
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svn-id: r48102
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engines + GUI and proper keypad handling
svn-id: r48101
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svn-id: r48100
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svn-id: r48098
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svn-id: r48097
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svn-id: r48086
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svn-id: r48085
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svn-id: r48084
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svn-id: r48083
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svn-id: r48066
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callk opcode handler does that already
svn-id: r48064
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svn-id: r48063
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svn-id: r48060
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state, per se, and is static)
svn-id: r48059
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svn-id: r48052
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svn-id: r48051
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svn-id: r48050
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svn-id: r48049
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svn-id: r48048
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svn-id: r48047
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svn-id: r48046
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'Common::String'
svn-id: r48044
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svn-id: r48043
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SCI32 list iteration code to store node successor before invoking.
svn-id: r48036
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using 'bison -l -o said.cpp said.y'
svn-id: r48033
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lsl2 and other games that reset game engine inbetween
svn-id: r48015
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collector problems; minor cleanup.
svn-id: r47989
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svn-id: r47986
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svn-id: r47979
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svn-id: r47978
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svn-id: r47977
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checking for.
svn-id: r47973
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svn-id: r47966
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the chain
svn-id: r47965
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svn-id: r47964
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svn-id: r47963
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svn-id: r47962
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svn-id: r47961
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svn-id: r47960
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svn-id: r47959
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This change is untested, please check it. Also, the opparams
array is not used but could be used to simplify the reading code.
svn-id: r47958
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svn-id: r47957
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svn-id: r47956
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only change)
svn-id: r47955
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svn-id: r47954
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immediately on kPalVary(start) call
svn-id: r47953
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longer required, which makes some ugly code obsolete. Yay! :)
svn-id: r47951
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allocate the memory. King's Quest V Mac is now playable.
svn-id: r47950
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svn-id: r47949
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