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2007-06-220xD -> Common::KEYCODE_RETURNMax Horn
svn-id: r27639
2007-06-22AGI: Properly handle backspace key on all systems, not just OS XMax Horn
svn-id: r27638
2007-06-22Slightly updated key handling in BS2, Kyra, and ToucheMax Horn
svn-id: r27637
2007-06-22BS1: Make use of Common::KeySate::reset()Max Horn
svn-id: r27636
2007-06-22Converted BASS to use Common::KeyStateMax Horn
svn-id: r27635
2007-06-22Fix MSVC8 warningFilippos Karapetis
svn-id: r27633
2007-06-22Converted rest of BS1 to use Common::KeyState (removing two more hacks)Max Horn
svn-id: r27631
2007-06-22Converted some more code to make use of Common::KEYCODE_ / Common::ASCII_Max Horn
svn-id: r27628
2007-06-22Made BS1 track the full KeyState upon KEYDOWN events (this makes it possible ↵Max Horn
to remove to workaround for Mac keyboards) svn-id: r27627
2007-06-22Cleaning up after myself (I blame it on, err, uhh... the Vogons?)Max Horn
svn-id: r27625
2007-06-22Changed more code to use Common::KEYCODE_ enumMax Horn
svn-id: r27624
2007-06-22Get rid of FOTAQ's own KeyCode enum in favor of Common::KeyCode (attention: ↵Max Horn
the F12 quickload hotkey used to be incorrectly mapped to F6, this change 'fixes' that) svn-id: r27623
2007-06-22Work around a crash when quitting Simon 2. If this is the proper fix, it shouldTorbjörn Andersson
almost certainly go into the 0.10 branch as well. svn-id: r27617
2007-06-22Converted lots of code to use Common::ASCII_* and COMMON::KEYCODE_* ↵Max Horn
constants. This also revealed the evil mixing of keycodes and ascii we do in many places :-/ svn-id: r27616
2007-06-22Don't include sdl_keysym.h. Use our Common::KEYCODE constants instead of SDLKTorbjörn Andersson
constants. svn-id: r27609
2007-06-22Removed old debug input files no longer being used, and the Lure disassembly ↵Paul Gilbert
folder svn-id: r27608
2007-06-22Added entries for fights.cpp and sound.cppPaul Gilbert
svn-id: r27607
2007-06-22Lots of bugfixes - game is now completablePaul Gilbert
svn-id: r27606
2007-06-22Implemented remaining script methodsPaul Gilbert
svn-id: r27605
2007-06-22Initial commitPaul Gilbert
svn-id: r27604
2007-06-22Added extra information to some methods, and a new method to show an ↵Paul Gilbert
animation sequence svn-id: r27603
2007-06-22Use KEYCODE constants.Torbjörn Andersson
svn-id: r27600
2007-06-22Use KEYCODE constants.Torbjörn Andersson
svn-id: r27599
2007-06-22Use KEYCODE constants.Torbjörn Andersson
svn-id: r27597
2007-06-21Use KEYCODE constants.Torbjörn Andersson
svn-id: r27596
2007-06-21Use KEYCODE constants. (Except for '~' which doesn't seem to have one.)Torbjörn Andersson
svn-id: r27595
2007-06-21Use the KEYCODE constants.Torbjörn Andersson
svn-id: r27593
2007-06-21Fixed freeing of invalid pointer, which would cause Operation Stealth to crash.Torbjörn Andersson
I don't know if the loadSet() / loadSetAbs() functions are every used in Future Wars. If so, we should commit this to the branch as well. svn-id: r27590
2007-06-21Revert debug output.Travis Howell
svn-id: r27583
2007-06-21Add font table for Spanish version of Elvira 2.Travis Howell
svn-id: r27582
2007-06-21Minor cleanup.Travis Howell
svn-id: r27580
2007-06-21Fix regressions, due to zoneNum changes.Travis Howell
svn-id: r27579
2007-06-21Fix regressions, due to buffer changes and cleanup.Travis Howell
svn-id: r27578
2007-06-21Use frameBuffer directly, in order to drop extra buffer (frontBuffer) and ↵Travis Howell
cleanup code. svn-id: r27577
2007-06-21Add Italian DOS version of Elvira 2.Travis Howell
svn-id: r27573
2007-06-20Add AGI256-2 support (On top of already present AGI256 support).Kari Salminen
AGI256-2 means handling 256 color views/sprites (AGI256 means handling 256 color picture resources). The code can now handle both 16 color and 256 color views/sprites in the same game. FIXME: Background in AGI256-2 demo may be incorrect. svn-id: r27572
2007-06-20Make putPixelsA-function use correct mask (0x0f normally for 16 colors, 0xff ↵Kari Salminen
for 256 colors in AGI256 mode). svn-id: r27571
2007-06-20Make drawing & blitting always use the correct screenKari Salminen
(Always 16 color screen for vector stuff, 256 color screen for everything else in AGI256 mode). svn-id: r27570
2007-06-20Add AGI256 picture resource loading using AGI command unknown170. Uses parts ↵Kari Salminen
of patch #1728713. svn-id: r27569
2007-06-20Add AGI256 picture resource decoding support to PictureMgr::decodePicture.Kari Salminen
svn-id: r27568
2007-06-20Add an additional AGI screen for 256 color data (For use with AGI256 and ↵Kari Salminen
AGI256-2). svn-id: r27564
2007-06-20Add AGI256 and AGI256-2 game feature flags to games that use them.Kari Salminen
svn-id: r27562
2007-06-20svn-id: r27561Kari Salminen
2007-06-20Added a workaround in IHNM for the compact disk in Ellen's chapterFilippos Karapetis
svn-id: r27557
2007-06-20Fix regressions, due to playSpeech() no longer been virtual match.Travis Howell
svn-id: r27556
2007-06-20Fix crashes with some savegames in IHNMFilippos Karapetis
svn-id: r27553
2007-06-20Cleanup.Travis Howell
svn-id: r27552
2007-06-19Implemented the OSystem framebuffer API, as discussed on scummvm-devel. All ↵Max Horn
changes are just fine, and won't cause any compile problems or regressions, despite the fact that I can't test most of the non-SDL backend changes, at an improbability level of two to the power of two hundred and seventy-six thousand to one against - possibly much higher. Anything you still can't cope with is therefore your own problem. Please relax. svn-id: r27548
2007-06-19Cleanup, could cause regressions.Travis Howell
svn-id: r27547
2007-06-19When loading a game from the same chapter as the current chapter in IHNM, ↵Filippos Karapetis
the game will now be loaded correctly svn-id: r27546