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2013-05-08NEVERHOOD: More work on Klaymanjohndoe123
- Rename Scene::_playerSprite to _klayman - Send mouse clicks to the scene object (has not effect yet)
2013-05-08NEVERHOOD: Implement Klayman::updatejohndoe123
2013-05-08NEVERHOOD: Start with the Klayman class (this is quite some horrible code, ↵johndoe123
also, it doesn't work yet and isn't used yet)
2013-05-08NEVERHOOD: More work on Scene1001, also give sprites classes and vars some ↵johndoe123
better names
2013-05-08NEVERHOOD: Add transparency and x flipping to sprite drawing (flip y still ↵johndoe123
TODO but rarely used) - Add Class511 (the lever) to Module1000
2013-05-08NEVERHOOD: More work on Scene1001, implement Class509 (yes, will be renamed ↵johndoe123
later) and AnimResource related stuff
2013-05-08NEVERHOOD: Module1000 and Scene1001 skeletonsjohndoe123
- Implement BaseSurface::drawSpriteResourceEx - Use CollisionMan in Scene - Some cleanup
2013-05-08NEVERHOOD: Start with the CollisionMan classjohndoe123
2013-05-08NEVERHOOD: Add StaticData classjohndoe123
2013-05-08NEVERHOOD: Add skeleton for Module1000johndoe123
- Add dummies for game variable access
2013-05-08NEVERHOOD: Implement SmackerScene, SmackerPlayer and related stuffjohndoe123
- The intro video after the logo screens is now played (still needs better sync)
2013-05-08NEVERHOOD: Start with the Palette2 class (which needs a better name later)johndoe123
- Implement Screen::drawSurface2 (needs color key support) - The first intro now show up, complete with fade-in and fade-out
2013-05-08NEVERHOOD: Start with the Background and DirtyBackground classesjohndoe123
- Also make related changes in other code - Call the game module's draw method in the main loop - Add some more debug output in resource load functions
2013-05-08NEVERHOOD: Start with the Screen class, alsojohndoe123
- Move common headers used in modules to module.h so they don't have to be explicitly #included in each module header - Clean up #includes
2013-05-08NEVERHOOD: More work on Module1500johndoe123
- Implement Scene1501 (with yet unimpelemented stuff commented out) - Add preliminary main loop to test stuff/updates - Add dummy SoundResource - And fix a mean bug/typo in some initializer lists... (The intro now "runs" but doesn't show anything yet since the actual display code and other classes are not yet implemented yet.)
2013-05-08NEVERHOOD: Start with AnimatedSprite and AnimResourcejohndoe123
2013-05-08NEVERHOOD: Add default parameters to StaticSprite constructorsjohndoe123
2013-05-08NEVERHOOD: Start with Scene and Sprite classesjohndoe123
2013-05-08NEVERHOOD: Add skeleton for Module1500 (the intro module)johndoe123
2013-05-08NEVERHOOD: Start with Module and GameModule classesjohndoe123
2013-05-08NEVERHOOD: More work on the Palette classjohndoe123
2013-05-08NEVERHOOD: Add morejohndoe123
- SpriteResource and PaletteResource resource classes - Extend BaseSurface to be able to draw SpriteResources onto it - Implement Entity base class (this may need some work concerning the update/message callbacks later since I'm not sure if the way it's done now is portable)
2013-05-08NEVERHOOD: Start with the BaseSurface class (doesn't do much yet)johndoe123
2013-05-08NEVERHOOD: Start with graphics code (bitmap parsing and rle decompression)johndoe123
2013-05-08NEVERHOOD: Start with the resource managerjohndoe123
2013-05-08NEVERHOOD: Start with the blb archive classjohndoe123
2013-05-08NEVERHOOD: First code with basic detection, nothing else so farjohndoe123
2011-06-22Merge pull request #46 from tramboi/masterEugene Sandulenko
DREAMWEB: Reversing and reimplementing natively frameoutv
2011-06-22DREAMWEB: frameoutv becomes a native functionBertrand Augereau
2011-06-22TSAGE: Fix bug in sound fading in scene 20.Strangerke
This was blocking progress under linux...
2011-06-22TSAGE: Don't crash if -x option points to an non-existing savegame.eriktorbjorn
Instead, just pretend there is no spoon^H^H^H^H^H-x option.
2011-06-22LASTEXPRESS: Make some static data const respectively static.Johannes Schickel
2011-06-22SCI: Mark sq6 as a CD gameMax Horn
2011-06-22TSAGE: Remove out of date TODO comments where applicablePaul Gilbert
2011-06-22TSAGE: Fix sounds not getting registered in Globals::_soundsPaul Gilbert
This fixes a problem in Scene 20 where the scene wasn't ending after a sound fade
2011-06-22TSAGE: Clarified Globals::_sceneListeners as Globals::_soundsPaul Gilbert
2011-06-22TSAGE: Bugfix for sound assert in scene 20Paul Gilbert
2011-06-22LASTEXPRESS: Named several soundEntry structure membersEugene Sandulenko
2011-06-22LASTEXPRESS: Implement sound filters. Still not hooked in.Eugene Sandulenko
2011-06-22DREAMWEB: Fix bug in tasmrecover causing load/save mixupWillem Jan Palenstijn
This is a regression from c1b9adb6912 and (my commit) 287c23f1263c. It is not safe to remove opcodes from proc.stmts since labels are sometimes referenced by their offset in the list. So, instead they are now replaced by op._nop. This fixes kLoadingorsave not being set in doload(), which was visible when going to the load game menu from the startup menu.
2011-06-21COMMON: Move HerculesDimensions enum to SCUMM.Johannes Schickel
The enum is only used inside the SCUMM engine so it is rather pointless to keep it in common/util.h right now. Also if we really want it in some common place it should probably be better in graphics/ too.
2011-06-21TSAGE: Bugfix for properly stopping playing soundsPaul Gilbert
2011-06-21TSAGE: Fix updating the volume when changed in the Options dialogPaul Gilbert
2011-06-21TSAGE: Disable SFX and speech volume sliders for all gamesPaul Gilbert
2011-06-21TSAGE: Fixes for sound fadingPaul Gilbert
2011-06-21TSAGE: Fix for un-used variable in _sfRethinkVoiceTypesPaul Gilbert
2011-06-20I18N: Make the unsupported game warning translatableThierry Crozat
2011-06-20DREAMWEB: Use kMaingamepal provided by the tasm-recovereriktorbjorn
This should significantly decrease the risk of mysterious palette bugs in the PCX title cards after regenerating dreamgen.cpp
2011-06-20DREAMWEB: Remove readabyte() and readoneblock()eriktorbjorn
They were only used by the PCX decoder, which was rewritten some time ago to no longer use them.
2011-06-20DREAMWEB: Remove convertkey()eriktorbjorn
This function was responsible for filtering invalid keys (e.g. in savegame names), and was only used by keyboardread(). This filtering is done by processEvents() instead.