Age | Commit message (Collapse) | Author | |
---|---|---|---|
2007-06-22 | Cleaning up after myself (I blame it on, err, uhh... the Vogons?) | Max Horn | |
svn-id: r27625 | |||
2007-06-22 | Changed more code to use Common::KEYCODE_ enum | Max Horn | |
svn-id: r27624 | |||
2007-06-22 | Get 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 | |||
2007-06-22 | Work around a crash when quitting Simon 2. If this is the proper fix, it should | Torbjörn Andersson | |
almost certainly go into the 0.10 branch as well. svn-id: r27617 | |||
2007-06-22 | Converted 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 | |||
2007-06-22 | Don't include sdl_keysym.h. Use our Common::KEYCODE constants instead of SDLK | Torbjörn Andersson | |
constants. svn-id: r27609 | |||
2007-06-22 | Removed old debug input files no longer being used, and the Lure disassembly ↵ | Paul Gilbert | |
folder svn-id: r27608 | |||
2007-06-22 | Added entries for fights.cpp and sound.cpp | Paul Gilbert | |
svn-id: r27607 | |||
2007-06-22 | Lots of bugfixes - game is now completable | Paul Gilbert | |
svn-id: r27606 | |||
2007-06-22 | Implemented remaining script methods | Paul Gilbert | |
svn-id: r27605 | |||
2007-06-22 | Initial commit | Paul Gilbert | |
svn-id: r27604 | |||
2007-06-22 | Added extra information to some methods, and a new method to show an ↵ | Paul Gilbert | |
animation sequence svn-id: r27603 | |||
2007-06-22 | Use KEYCODE constants. | Torbjörn Andersson | |
svn-id: r27600 | |||
2007-06-22 | Use KEYCODE constants. | Torbjörn Andersson | |
svn-id: r27599 | |||
2007-06-22 | Use KEYCODE constants. | Torbjörn Andersson | |
svn-id: r27597 | |||
2007-06-21 | Use KEYCODE constants. | Torbjörn Andersson | |
svn-id: r27596 | |||
2007-06-21 | Use KEYCODE constants. (Except for '~' which doesn't seem to have one.) | Torbjörn Andersson | |
svn-id: r27595 | |||
2007-06-21 | Use the KEYCODE constants. | Torbjörn Andersson | |
svn-id: r27593 | |||
2007-06-21 | Fixed 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 | |||
2007-06-21 | Revert debug output. | Travis Howell | |
svn-id: r27583 | |||
2007-06-21 | Add font table for Spanish version of Elvira 2. | Travis Howell | |
svn-id: r27582 | |||
2007-06-21 | Minor cleanup. | Travis Howell | |
svn-id: r27580 | |||
2007-06-21 | Fix regressions, due to zoneNum changes. | Travis Howell | |
svn-id: r27579 | |||
2007-06-21 | Fix regressions, due to buffer changes and cleanup. | Travis Howell | |
svn-id: r27578 | |||
2007-06-21 | Use frameBuffer directly, in order to drop extra buffer (frontBuffer) and ↵ | Travis Howell | |
cleanup code. svn-id: r27577 | |||
2007-06-21 | Add Italian DOS version of Elvira 2. | Travis Howell | |
svn-id: r27573 | |||
2007-06-20 | Add 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 | |||
2007-06-20 | Make putPixelsA-function use correct mask (0x0f normally for 16 colors, 0xff ↵ | Kari Salminen | |
for 256 colors in AGI256 mode). svn-id: r27571 | |||
2007-06-20 | Make drawing & blitting always use the correct screen | Kari Salminen | |
(Always 16 color screen for vector stuff, 256 color screen for everything else in AGI256 mode). svn-id: r27570 | |||
2007-06-20 | Add AGI256 picture resource loading using AGI command unknown170. Uses parts ↵ | Kari Salminen | |
of patch #1728713. svn-id: r27569 | |||
2007-06-20 | Add AGI256 picture resource decoding support to PictureMgr::decodePicture. | Kari Salminen | |
svn-id: r27568 | |||
2007-06-20 | Add an additional AGI screen for 256 color data (For use with AGI256 and ↵ | Kari Salminen | |
AGI256-2). svn-id: r27564 | |||
2007-06-20 | Add AGI256 and AGI256-2 game feature flags to games that use them. | Kari Salminen | |
svn-id: r27562 | |||
2007-06-20 | svn-id: r27561 | Kari Salminen | |
2007-06-20 | Added a workaround in IHNM for the compact disk in Ellen's chapter | Filippos Karapetis | |
svn-id: r27557 | |||
2007-06-20 | Fix regressions, due to playSpeech() no longer been virtual match. | Travis Howell | |
svn-id: r27556 | |||
2007-06-20 | Fix crashes with some savegames in IHNM | Filippos Karapetis | |
svn-id: r27553 | |||
2007-06-20 | Cleanup. | Travis Howell | |
svn-id: r27552 | |||
2007-06-19 | Implemented 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 | |||
2007-06-19 | Cleanup, could cause regressions. | Travis Howell | |
svn-id: r27547 | |||
2007-06-19 | When 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 | |||
2007-06-19 | When saving the game in IHNM after a chapter point change, the chapter point ↵ | Filippos Karapetis | |
change music will no longer be incorrectly saved, and the normal chapter music will be saved instead svn-id: r27545 | |||
2007-06-19 | Fix masking regressions, caused by dirtyClips code. | Travis Howell | |
svn-id: r27544 | |||
2007-06-19 | IHNM: In chained cutaways, clear the previous cutaway immediately | Filippos Karapetis | |
svn-id: r27543 | |||
2007-06-19 | The correct music track is now played when loading a game in IHNM. The ↵ | Filippos Karapetis | |
save/load mechanism in IHNM seems to be working correctly now (although it needs testing), however there are still some graphical glitches with the save/load dialogs. Also, moved some unfinished code for returning to the chapter selection screen to a more appropriate place svn-id: r27542 | |||
2007-06-19 | Removed obsolete comment | Filippos Karapetis | |
svn-id: r27541 | |||
2007-06-19 | More updates for the save/load system in IHNM | Filippos Karapetis | |
svn-id: r27540 | |||
2007-06-18 | Mouse is now properly hidden during dialogues, and is restored after ↵ | Nicola Mettifogo | |
load/save dialog boxes are closed. Moreover, kEngineMouse constant has been renamed to better match its meaning. svn-id: r27539 | |||
2007-06-18 | Change some regular integers to short integers | Filippos Karapetis | |
svn-id: r27538 | |||
2007-06-18 | Fix line wrapping of text in Elvira 2. | Travis Howell | |
svn-id: r27522 |