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2014-06-05MADS: Fix an uninitialized variable in DialogsNebularStrangerke
2014-06-05MADS: remove a magic value, use _transparencyIndexStrangerke
2014-06-05GROOVIE: Use debugC() and debugCN() functions directly in script debug.D G Turner
2014-06-05GROOVIE: Remove engine-specific "all" debugflag. Minor naming cleanup.D G Turner
2014-06-04MADS: Fix restoring upper palette area when dialogs closePaul Gilbert
2014-06-04MADS: Fix palette corruption when changing selected inventor itemPaul Gilbert
2014-06-05MADS: Fix typo in drawScroller()Strangerke
2014-06-05FULLPIPE: Fix more warningsEugene Sandulenko
2014-06-05FULLPIPE: Fix warningEugene Sandulenko
2014-06-04SCUMM: Save/load music/sfx data in AD player.Johannes Schickel
2014-06-04SCUMM: Implement simple seeking in AD player.Johannes Schickel
2014-06-04SCUMM: Slightly refactor music playback in AD player.Johannes Schickel
2014-06-04SCUMM: Only forward declare Serializer in music.h.Johannes Schickel
2014-06-04SCUMM: Simplify voice channel allocation in AD code.Johannes Schickel
2014-06-04SCUMM: Fix typo in AD code.Johannes Schickel
2014-06-04MADS: Finally re-enable Rex waking up in the first game scenePaul Gilbert
2014-06-04MADS: Fix memory corruption when dealing with monster in scene 703Paul Gilbert
2014-06-04FULLPIPE: Finish MctlLadder::doWalkTo() implementationEugene Sandulenko
2014-06-04FULLPIPE: More work on MctlLadder::doWalkTo()Eugene Sandulenko
2014-06-03MADS: Remove redundant Palette::close methodPaul Gilbert
2014-06-03MADS: Free the audio player when the game endsPaul Gilbert
2014-06-03MADS: Fix removing items from inventory when they should bePaul Gilbert
2014-06-03MADS: Fix for getting bones in scene 752Paul Gilbert
2014-06-03MADS: Changed several values to constants in action setupPaul Gilbert
2014-06-03MADS: Fix drawing of background objectsPaul Gilbert
2014-06-04SCUMM: Fix music looping in AD player.Johannes Schickel
2014-06-04SCUMM: Only stop music instead of all sounds in music handling of AD player.Johannes Schickel
2014-06-04SCUMM: Make sound completely silent for volume level 0 in AD code.Johannes Schickel
2014-06-04SCUMM: Fix volume levels when playing SFX and music at the same time in AD pl...Johannes Schickel
2014-06-04SCUMM: Only reset rhythm state when music is stopped.Johannes Schickel
2014-06-04SCUMM: Allow music and sfx to be played at the same time in AD player.Johannes Schickel
2014-06-04SCUMM: Only stop music when requested in AD code.Johannes Schickel
2014-06-04SCUMM: Let music in AD code use the same HW channel allocation as SFX.Johannes Schickel
2014-06-04SCUMM: Dynamically allocate hw channels for SFX in AD player.Johannes Schickel
2014-06-04SCUMM: Allow multiple SFX to be played at once with AD.Johannes Schickel
2014-06-04SCUMM: Clean up how SFX are stopped in the AD player.Johannes Schickel
2014-06-04SCUMM: Properly unlock sound resources when reusing sfx slots in AD code.Johannes Schickel
2014-06-04SCUMM: Further cleanup in AD SFX code.Johannes Schickel
2014-06-04SCUMM: Further refactor AD SFX code.Johannes Schickel
2014-06-04SCUMM: Always work directly on Channel data in AD code.Johannes Schickel
2014-06-04SCUMM: Store hardware channel number explicitly in Channel structure in AD code.Johannes Schickel
2014-06-04SCUMM: Replace some more constants with named enum values in AD code.Johannes Schickel
2014-06-04SCUMM: Fix sfx resource unlocking in AD player.Johannes Schickel
2014-06-04SCUMM: Move notes into SFX channel structure in AD player.Johannes Schickel
2014-06-04SCUMM: Further SFX note related cleanup in AD player.Johannes Schickel
2014-06-04SCUMM: Only keep music data variable for music around in AD code.Johannes Schickel
2014-06-04SCUMM: Introduce symbolic names for channel/note states in AD code.Johannes Schickel
2014-06-04SCUMM: Slight cleanup in SFX register code in AD player.Johannes Schickel
2014-06-04SCUMM: Small cleanup in SFX note setup in AD code.Johannes Schickel
2014-06-03MADS: Fix for reverse sprite cyclesPaul Gilbert