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2014-08-01ACCESS: Add Amazon floppy detection and skeleton for Amazon enginePaul Gilbert
2014-08-01ACCESS: Added resources for cursorsPaul Gilbert
2014-07-29ACCESS: Main engine skeleton and events managerPaul Gilbert
2014-07-29ACCESS: Initial engine skeletonPaul Gilbert
2014-07-27MADS: Beginnings of exit advert viewPaul Gilbert
2014-07-27MADS: Fix invalid parameter in error callPaul Gilbert
2014-07-27MADS: Beginnings of animation view classPaul Gilbert
2014-07-27MADS: Beginnings of re-implementing text view classPaul Gilbert
2014-07-27MADS: Silence GCC warningTorbjörn Andersson
2014-07-27MADS: Main menu selections now workingPaul Gilbert
2014-07-27MADS: Menu item highlighting and selection animation now workingPaul Gilbert
2014-07-26MADS: Add support to event manager for intercepting eventsPaul Gilbert
2014-07-26MADS: Cleanup of menu item positioningPaul Gilbert
2014-07-26MADS: Menuitems now animating correctly for the main menuPaul Gilbert
2014-07-25MADS: Main menu background is now correctly loadingPaul Gilbert
2014-07-24MADS: Clean up _depthStyle usage in DepthSurface classPaul Gilbert
2014-07-24SCI: Small formatting fix.Johannes Schickel
2014-07-23MADS: WIP handling of V2 walk nodes and walkable areasFilippos Karapetis
2014-07-23MADS: Add support for FAB decompression in the dump_file commandFilippos Karapetis
2014-07-22WME: added few more games. added ability to detect from exe files.Pawel Kolodziejski
2014-07-22SCUMM: Add workaround for script bugs that caused problems in Jumping Bean ↵Kirben
mini games of Pajama Sam: Games to Play on Any Day.
2014-07-22SCUMM: Add HE100 differences when resetting sprites.Kirben
2014-07-20MADS: Fix palette method signaturePaul Gilbert
2014-07-20SAGA: Add support for MIDI music in SAGA2 gamesFilippos Karapetis
2014-07-20SAGA: CleanupFilippos Karapetis
2014-07-20SAGA: Add debug commands for playing music, sounds and voicesFilippos Karapetis
2014-07-20SAGA: Some renamingFilippos Karapetis
2014-07-20SAGA: Remove the now unneeded individual cave scene handlersFilippos Karapetis
2014-07-20SAGA: Merge all of the ITE intro cave scene handlersFilippos Karapetis
2014-07-20SAGA: Move ITE credits together with the other ITE static dataFilippos Karapetis
2014-07-20SAGA: Move the ITE intro text together with the other static ITE dataFilippos Karapetis
2014-07-20SAGA: Add wrappers for queuing music eventsFilippos Karapetis
2014-07-20SAGA: Get rid of the MUSIC_DEFAULT flagFilippos Karapetis
2014-07-20SAGA: Fix spacingFilippos Karapetis
2014-07-20SAGA: Move and rename some defines which are only used in the ITE introFilippos Karapetis
2014-07-20MADS: Initialise _lineIndexTorbjörn Andersson
Without this, Rex Nebular crashes on startup for me.
2014-07-19MADS: Remove redundant saved surface from FullScreenDialog base classPaul Gilbert
2014-07-18MADS: Fixes for compilation warningsPaul Gilbert
2014-07-18MADS: Beginnings of work on Rex Nebular main menuPaul Gilbert
2014-07-12SCUMM: Fix potential crash in o5_setClass()Torbjörn Andersson
If 'obj' was exactly equal to _numActors, derefActor() would have complained about it being an invalid actor. I haven't seen any bug reports about this, so presumably it never actually happened.
2014-07-11MADE: Print v1 database debugging at level 1 instead of all the timeMatthew Hoops
2014-07-11MADE: Error out when a picture cannot be foundMatthew Hoops
2014-07-11MADE: Error out when a blocks file fails to openMatthew Hoops
2014-07-09TSAGE: Fix for R2R endgame crash when active character is SeekerPaul Gilbert
2014-07-08GOB: Remove duplicate entries for Ween DOSSven Hesse
Seems like that happened when I sorted them by platform after splitting up the big detection table in 07b17f711. This fixes bug #6676.
2014-07-08MOHAWK: Reset some Myst state variables as per the originalBastien Bouclet
This fixes a bug where the player could be stuck on Channelwood's lower level with the elevator on the upper level. This also turns the light off on Stoneship when entering the age, since the battery is depleted. Thanks to dtungsten for submitting this fix in PR#478.
2014-07-07NEVERHOOD: Play a single sound when losing the memory puzzle (bug #6672)Filippos Karapetis
When the memory puzzle is reset, each revealed tile gets hidden again. When a lot of tiles were hidden, the multiple clicking sounds would fill the available sound slots. To avoid this, only a single click is sounded when losing
2014-07-05SWORD1: Tweak MPEG-2 cutscenes error messageThierry Crozat
Beside making the message slightly better imho, it is also now identical to the same message in BS2 and also more coherent with the DXA message.
2014-07-05SCUMM: Cleanup.Johannes Schickel
2014-07-05SCUMM: Simplify index file handling for Steam versions.Johannes Schickel
This also makes sure that all extra needed detection data for the Steam releases is located inside detection.cpp.