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AgeCommit message (Collapse)Author
2011-03-27TSAGE: Implement Scene 9750strangerke
2011-03-27TSAGE: Implemented Scene #4150 - Village - BedroomPaul Gilbert
2011-03-27TSAGE: Implement Scene 9999strangerke
2011-03-26TSAGE: Completed scene #4100 - Village - Chief's HutPaul Gilbert
2011-03-26TSAGE: Implemented objects in Scene #4100Paul Gilbert
2011-03-26TSAGE: Fix some bugs in scene7700, rename some known objectsstrangerke
2011-03-25TSAGE: Implement Scene 7700strangerke
2011-03-24TSAGE: In progress implementation of Scene #4100Paul Gilbert
2011-03-24TSAGE: Initial implementation of Scene #4050Paul Gilbert
2011-03-23TSAGE: Implemented Scene #4045 - Temple AntechamberPaul Gilbert
2011-03-23TSAGE: Implemented Scene #4025 - Village - Puzzle BoardPaul Gilbert
2011-03-23TSAGE: Initial implementation of Scene #4025Paul Gilbert
2011-03-22TSAGE: Implemented Scene #4010 - Village - By LanderPaul Gilbert
2011-03-22TSAGE: Implemented Scene #4000 - VillagePaul Gilbert
2011-03-21TSAGE: Bugfixes for animations in Scene #4000Paul Gilbert
2011-03-21TSAGE: In progress work on Scene #4000Paul Gilbert
2011-03-21TSAGE: Cleanup after git merge epic failurestrangerke
2011-03-21TSAGE: Add some comments about Scenes in group #8strangerke
2011-03-21TSAGE: Scene 7000 (imperfect)strangerke
2011-03-21TSAGE: Implement scene7600strangerke
2011-03-21TSAGE: Added new speaker classesPaul Gilbert
2011-03-21TSAGE: Initial implementation of Scene #3700 - Remote ViewerPaul Gilbert
2011-03-21TSAGE: Implemented Scene #3500 - Ringworld ScanPaul Gilbert
2011-03-21TSAGE: Corrected bugs in Scene #1400 - Ringworld WallPaul Gilbert
2011-03-21TSAGE: Implemented Scene 2400 - Descending in LanderPaul Gilbert
2011-03-21TSAGE: Completed Scene #2320 - Starcraft - Lander BarPaul Gilbert
2011-03-21TSAGE: Added support to priority_regions to display a single specific ↵Paul Gilbert
priority region
2011-03-21TSAGE: Bugfix to the sequence manager to treat parameters as signed integersPaul Gilbert
2011-03-21TSAGE: Replaced some values with proper constantsPaul Gilbert
2011-03-21TSAGE: Correctly handle priority regions when drawing in a wide scenePaul Gilbert
2011-03-21TSAGE: Added command to show the priority regions of a scenePaul Gilbert
2011-03-21TSAGE: Implement original engine scene scrolling optimisationsPaul Gilbert
Wide screens are broken into 160x100 chunks. When scrolling, sections of the scene which have already been previously decoded for display can be reused, rather than re-decoding them from scratch
2011-03-21TSAGE: Corrected background scrolling on wide-screen scenesPaul Gilbert
2011-03-21TSAGE: Bugfixes for player movement in wide-screen scenesPaul Gilbert
2011-03-21TSAGE: Changed walk_regions debugger command to work in scrolling screensPaul Gilbert
2011-03-20TSAGE: Implement scene 7100.strangerke
There's a problem with _object1 and _action11: a NPC doesn't start
2011-03-20TSAGE: Implement scene 7300strangerke
2011-03-20TSAGE: Added new speaker classesPaul Gilbert
2011-03-20TSAGE: Initial implementation of Scene #3700 - Remote ViewerPaul Gilbert
2011-03-19TSAGE: Implement scene 7200, fix some bugs in scene 7000strangerke
2011-03-19TSAGE: Implemented Scene #3500 - Ringworld ScanPaul Gilbert
2011-03-19TSAGE: Corrected bugs in Scene #1400 - Ringworld WallPaul Gilbert
2011-03-19TSAGE: Implemented Scene 2400 - Descending in LanderPaul Gilbert
2011-03-19TSAGE: Completed Scene #2320 - Starcraft - Lander BarPaul Gilbert
2011-03-19TSAGE: Added support to priority_regions to display a single specific ↵Paul Gilbert
priority region
2011-03-19TSAGE: Bugfix to the sequence manager to treat parameters as signed integersPaul Gilbert
2011-03-19TSAGE: Replaced some values with proper constantsPaul Gilbert
2011-03-19TSAGE: Correctly handle priority regions when drawing in a wide scenePaul Gilbert
2011-03-19TSAGE: Added command to show the priority regions of a scenePaul Gilbert
2011-03-19TSAGE: Implement original engine scene scrolling optimisationsPaul Gilbert
Wide screens are broken into 160x100 chunks. When scrolling, sections of the scene which have already been previously decoded for display can be reused, rather than re-decoding them from scratch