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2016-03-05CONFIGURE: Introduced new engine dependency: highresEugene Sandulenko
Some backends like GCW0 do no support graphics >320x240 due to the hardware limitation (downscaling is possible but it will ruin the pixel hunting which is often part of the gameplay). Instead of manually updating the list of engines, we now introduce a new dependency. I marked all relevant engines, but some, like tinsel, require more work with putting their relevant high-res games under USE_HIGHRES define.
2016-02-25TONY: Let listSaves return list sorted on slot numbers.Johannes Schickel
2016-01-26TONY: Only request actual save slots in listSaves.Johannes Schickel
2016-01-04TONY: Initialize _vdbCodec in contructorStrangerke
2016-01-04TONY: As suggested by LordHoto, determine codec based on container signature ↵Strangerke
instead of filename
2016-01-04TONY: Reduce variable scope, use MKTAG to check file signatureStrangerke
2016-01-04TONY: Add support to the new compressed speech containersStrangerke
2016-01-03TONY: Fix Amiga Build by adding missing sound ifdefsStrangerke
2016-01-03TONY: Add support for compressed music and sfxStrangerke
2016-01-01TONY: Remove an unused variableStrangerke
2016-01-01TONY: Fix typo in commentStrangerke
2015-12-31TONY: Simplify some code related to LOX in RMItem::readFromStream()Strangerke
2015-12-31TONY: Remove more dead code related to unused raw codecStrangerke
2015-12-31TONY: As codec is always ADPCM, remove some dead codeStrangerke
2015-12-12TONY: Add detection for Tony Tough Czech "not installed"Strangerke
2015-07-04TONY: Fix inclusion of util.hFilippos Karapetis
2015-04-05TONY: Fix disabled ui after capturing guard on Ferris Wheelunknown
2015-04-04TONY: Revert Italian detection entryunknown
2015-04-03TONY: Add detection for Italian PC Magazine versionunknown
2014-10-28TONY: Remove trailing whitespaceFilippos Karapetis
2014-10-28TONY: Fix image loading on BE systems againFilippos Karapetis
This was originally changed in commit 43520ce4f3, but it has been removed accidentally in commit 84fb3e816d
2014-06-17TONY: Switch to 565 screen format.Alyssa Milburn
The old (555) screen format is not supported by some backends. This leaves the savegame thumbnails as 555 (for compatibility).
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
2014-05-19TONY: Add missing Russian detection entry.D G Turner
This should fix bug #6589 "TONY: Russian version not detected".
2014-03-10TONY: Revert 60980e783ef263f3ed5aa708dc3032779d3be923Strangerke
2014-03-10TONY: Fix clang warnings - Courtesy of LordHotoStrangerke
2014-03-09TONY: Add some missing virtual keywordsStrangerke
2014-03-01TONY: Remove unused error definesStrangerke
2014-03-01TONY: Remove dummy definesStrangerke
2014-03-01TONY: Remove unused function declaration in lzoStrangerke
2014-03-01TONY: Indent code properly in lzoStrangerke
2014-03-01TONY: Remove dead code in lzoStrangerke
2014-02-28TONY: Reduce the scope of more variablesStrangerke
2014-02-28TONY: Fix some British commentsStrangerke
2014-02-28TONY: Reduce the scope of some more variablesStrangerke
2014-02-28TONY: Reduce the scope of some variables, change the return type of findPath()Strangerke
2014-02-18TONY: Make GPL headers consistent in themselves.Johannes Schickel
2014-02-17TONY: Indent REGISTER_PLUGIN_* for consistency.Johannes Schickel
2014-01-17Merge pull request #417 from digitall/STACK_fixesJohannes Schickel
ALL: Fix optimization unstable code on checking for null after new.
2014-01-16TONY: Cleanup (don't compare pointer with false).Johannes Schickel
2014-01-15ALL: Remove optimization unstable code on checking for null after new.D G Turner
These issues were identified by the STACK tool. By default, the C++ new operator will throw an exception on allocation failure, rather than returning a null pointer. The result is that testing the returned pointer for null is redundant and _may_ be removed by the compiler. This is thus optimization unstable and may result in incorrect behaviour at runtime. However, we do not use exceptions as they are not supported by all compilers and may be disabled. To make this stable without removing the null check, you could qualify the new operator call with std::nothrow to indicate that this should return a null, rather than throwing an exception. However, using (std::nothrow) was not desirable due to the Symbian toolchain lacking a <new> header. A global solution to this was also not easy by redefining "new" as "new (std::nothrow)" due to custom constructors in NDS toolchain and various common classes. Also, this would then need explicit checks for OOM adding to all new usages as per C malloc which is untidy. For now to remove this optimisation unstable code is best as it is likely to not be present anyway, and OOM will cause a system library exception instead, even without exceptions enabled in the application code.
2013-12-17TONY: Add a reset function in RMWindow in order to group variable initializationStrangerke
2013-12-07TONY: Add missing getDebugger() for engine API.D G Turner
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.