Age | Commit message (Collapse) | Author | |
---|---|---|---|
2012-07-30 | GOB: Add support for entering non-ASCII CP850 characters | Sven Hesse | |
2012-07-30 | GOB: Implement GCT text drawing in the end section | Sven Hesse | |
The end section is now complete. | |||
2012-07-30 | GOB: Implement GCT text drawing in the Stork section | Sven Hesse | |
The only thing missing in the stork section now is the character creator. | |||
2012-07-30 | GOB: Implement GCT drawing | Sven Hesse | |
2012-07-30 | GOB: Implement parts of the Stork section in Once Upon A Time | Sven Hesse | |
No GCT texts yet ("The stork is bringing a sweet baby to $PLACE where $PEOPLE live"), and the character creator is also still missing. | |||
2012-07-30 | GOB: ANIObject can now predict the position/size of future frames | Sven Hesse | |
2012-07-30 | GOB: Implement parts of the Once Upon A Time end sequence | Sven Hesse | |
We don't yet support GCT files, so texts are still missing. | |||
2012-07-30 | GOB: Add the frame for normal Once Upon A Time game play | Sven Hesse | |
2012-07-30 | GOB: Reorganize and clean up PreGob / Once Upon A Time | Sven Hesse | |
2012-07-30 | GOB: Implement the Once Upon A Time "Bye Bye" screen | Sven Hesse | |
2012-07-30 | GOB: Implement the animal names bit Once Upon A Time | Sven Hesse | |
2012-07-30 | GOB: Add "long" PreGob language suffixes | Sven Hesse | |
2012-07-30 | GOB: Fix some broken German text in Once Upon A Time | Sven Hesse | |
2012-07-30 | GOB: Move the Once Upon A Time palettes into their own file | Sven Hesse | |
2012-07-30 | GOB: Play a click sound in the Once Upon A Time menus | Sven Hesse | |
2012-07-30 | GOB: Add some PreGob sound utility functions | Sven Hesse | |
2012-07-30 | GOB: Stubbily implement the Once Upon A Time menus | Sven Hesse | |
2012-07-30 | GOB: Move the intro parts into OnceUpon::showIntro() | Sven Hesse | |
2012-07-30 | GOB: Show the specific game title in Once Upon A Time | Sven Hesse | |
2012-07-30 | GOB: Show the Once Upon A Time fairytale quote | Sven Hesse | |
2012-07-30 | GOB: Show the Once Upon A Time wait/load screen | Sven Hesse | |
2012-07-30 | GOB: Add a PreGob method to get a localized file name | Sven Hesse | |
2012-07-30 | GOB: Add a simple class for PreGob TXT files | Sven Hesse | |
2012-07-30 | GOB: Move the background saving into its own class BackBuffer | Sven Hesse | |
2012-07-30 | GOB: Show a mock-up of the Once Upon A Time title | Sven Hesse | |
The actual intro is described in a SEQ file. We don't support those yet. | |||
2012-07-30 | GOB: Implement the copy protection in Once Upon A Time | Sven Hesse | |
2012-07-30 | GOB: Add PreGob animation utility functions | Sven Hesse | |
2012-07-30 | GOB: Verify the language in Once Upon A Time | Sven Hesse | |
2012-07-30 | GOB: Load the Once Upon A Time fonts | Sven Hesse | |
2012-07-30 | GOB: Open the Once Upon A Time archives | Sven Hesse | |
2012-07-30 | GOB: Add support for different methods of handling Endianness | Sven Hesse | |
The Once Upon A Time games handle endianness different in ANI, DEC and RXY files than Geisha does. We need to support both approaches. | |||
2012-07-30 | GOB: Add PreGob input/event utility functions | Sven Hesse | |
2012-07-30 | GOB: Add some PreGob and Once Upon A Time cursor functions | Sven Hesse | |
2012-07-30 | GOB: Add palettes for Once Upon A Time | Sven Hesse | |
2012-07-30 | GOB: Add some generic PreGob graphics functions | Sven Hesse | |
2012-07-30 | GOB: Add PreGob stubs for the Once Upon A Time games | Sven Hesse | |
2012-07-30 | GOB: Add a more complex detection for Once Upon A Time titles | Sven Hesse | |
The hard-coded Once Upon A Time titles, Abracadabra and Baba Yaga, are impossible to distinguish by file name alone. The same is true for the each three platforms, DOS, Amiga and Atari ST. We do need to know exactly which game and platform a specific path holds, though, because they're a) completely hard-coded b) the data files have platform-specific endianness Therefore, when the filename-based fallback detector finds one of those games, we open the archives and look inside them. We detect the specific game by looking at which animal names are present; and the platform by inspecting the endianness of the title screen's DEC file, in addition to the existence of a MOD file to distinguish the Atari ST from the Amiga version. | |||
2012-07-30 | GOB: Add detection tables for Baba Yaga and Abracadabra | Sven Hesse | |
2012-07-30 | GOB: Move the method definitions out of the GobMetaEngine class definition | Sven Hesse | |
2012-07-30 | GOB: Move drawString into Font | Sven Hesse | |
2012-07-30 | GOB: Keep the mouse responsive while waiting for the frame to end | Sven Hesse | |
2012-07-30 | GOB: Don't crash when drawPackedSprite() can't open the sprite | Sven Hesse | |
2012-07-30 | GOB: Don't crash when there's no _inter object | Sven Hesse | |
2012-07-30 | GOB: Don't crash when the engine wasn't fully initialized on exit | Sven Hesse | |
2012-07-30 | GOB: const correctness in SoundBlaster::playComposition() | Sven Hesse | |
2012-07-30 | GOB: Return proper errors in GobEngine::run() | Sven Hesse | |
2012-07-29 | Merge pull request #252 from DrMcCoy/detector_public_reportUnknown | Johannes Schickel | |
DETECTOR: Make reportUnknown() accessible to inherited AdvancedMetaEngine classes | |||
2012-07-29 | MOHAWK: Remove Myst ME Macintosh "support" | Matthew Hoops | |
The Mac version of Myst ME is actually not Mohawk and is instead closer to the engine used in Myst3. | |||
2012-07-28 | LASTEXPRESS: Implement menu egg blinking | Littleboy | |
2012-07-28 | LASTEXPRESS: Disable sound filter reset on each decoded block | Littleboy | |
The filter id should be computed from the sound entry status for each decoded block. The current code was resulting in blocks being skipped. |