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2016-07-27SCI32: Re-enable the high resolution mode option for GK1Colin Snover
2016-07-27SCI32: Use extern instead of #include frameout.h for splitRectsColin Snover
2016-07-27SCI32: Fix backwards kFrameOut throttle timingsColin Snover
2016-07-27SCI32: Handle remap data outside the game's remap rangeColin Snover
2016-07-27WAGE: Move some code in saveGame()Alexander Tkachev
Now flags, version, description and thumbnail are added in the end of the file, thus making saves compatible with original ones.
2016-07-27WAGE: Refine saveGame() once moreAlexander Tkachev
_resourceId is added to entities, so saveGame() can access these ids and save them.
2016-07-27WAGE: Add World's _signatureAlexander Tkachev
2016-07-27WAGE: Refine saveGame()Alexander Tkachev
Base/Current stats fix + loopNum, aim, opponentAim saving.
2016-07-27WAGE: Refine WageEngine::saveGame()Alexander Tkachev
More values are saved now, yet some are still not found.
2016-07-26FULLPIPE: Few fixes to the pathfinding codeEugene Sandulenko
2016-07-26WAGE: Add saveGameState() sketchAlexander Tkachev
Copy-pasted from asvitkine/wage-engine (on java). I've managed filling in some values, the others are 0 for now.
2016-07-25FULLPIPE: Added temp trace outputEugene Sandulenko
2016-07-25FULLPIPE: Fix in MGM::recalcOffsets corner case checkEugene Sandulenko
2016-07-25FULLPIPE: Fix subItems addressing in MGMEugene Sandulenko
2016-07-25FULLPIPE: Fix MGM array allocationEugene Sandulenko
2016-07-25FULLPIPE: Streamlined double binary numbers loadingEugene Sandulenko
2016-07-25Merge pull request #789 from OmerMor/hoyle5Martin Kiewitz
Add detection to the Hoyle 5 family of games
2016-07-25SCI: Add detection to the Hoyle 5 family of gamesOmer Mor
Added games are: Hoyle Classic Games Hoyle Bridge Hoyle Children's Collection Hoyle Solitaire (CD and Hard Drive versions) Additionaly, kGetConfig was modified to support two settings used by these games: "laptop" and "jumpto".
2016-07-25FULLPIPE: Renames in MovGraph classEugene Sandulenko
2016-07-24FULLPIPE: Clarified MovGraph::calcDistance() implementationEugene Sandulenko
2016-07-24WINTERMUTE: Another fix for c++11 compilationEugene Sandulenko
2016-07-24WINTERMUTE: Fix compilationEugene Sandulenko
2016-07-24Merge pull request #687 from tobiatesan/wme_debugger_rewriteEugene Sandulenko
WME: Debugger for WME, 2016 rewrite
2016-07-24SCI32: Fix Video32 breaking when quitting during video playbackColin Snover
2016-07-24SCI32: Fix bad VMD palettes in GK2Colin Snover
2016-07-24SCI: Fix memory leaks in ResourceManagerColin Snover
2016-07-24SCI32: Improve behaviour of screen transitionsColin Snover
1. Use the same throttling speed as normal frameouts. The old throttling speed seemed a bit too slow. 2. Exit the event loop immediately if the engine is supposed to quit, instead of forcing the user to wait until the transition has finished before quitting.
2016-07-24SCI32: Fix KQ7 uninitialized readColin Snover
2016-07-24MOHAWK: Make sure the cursor is visible after loading in MystBastien Bouclet
Fixes #7164.
2016-07-23FULLPIPE: Renames in MovGraphEugene Sandulenko
2016-07-22FULLPIPE: Renames in Behavior codeEugene Sandulenko
2016-07-21Modified compact implementation to work around buglavosspawn
https://sourceforge.net/p/scummvm/bugs/2687/ when playing Beneath a Steel Sky with our (slightly broken) sky.cpt
2016-07-20MADS: Fix incorrect indentationPaul Gilbert
2016-07-20JANITORIAL: Indentation fixesEugene Sandulenko
2016-07-20JANITORIAL: Fix indentationEugene Sandulenko
2016-07-20GOB: Work around broken resource sizes in Gobliiins EGASven Hesse
The EGA version of Gobliiins, similar to Little Red Riding Hood, claims a few resources are larger than they actually are. The original happily reads past the resource structure, but we'll instead fix the size of the resource after loading. This fixes bug #7162.
2016-07-20FULLPIPE: Some renames in MovGraphLinkEugene Sandulenko
2016-07-20DRASCULA: Fix slight delay when interrupting intro animationThierry Crozat
The delay occurred when trying to interrupt the animation while at the start of the first scene with Igor. After the interruption (skipping the intro, return to launcher or quitting ScummVM) it would continue to play the animation for a bit longer than necessary.
2016-07-20AGOS: Fix wrongly indented debugC() statementSven Hesse
GCC 6's -Wmisleading-indentation warns about the debugC() statement being wrongly indented, as if belonging into the else's branch, which it clearly doesn't.
2016-07-19SCUMM: Use more portable rounding functionEugene Sandulenko
2016-07-19Merge pull request #785 from segrax/masterEugene Sandulenko
SCUMM: Maniac V0: Walkbox / Timing improvements
2016-07-19SCUMM: Maniac V0: Implement 'simulator' for CPU lag (as the original engine ↵Robert Crossfield
occasionally ran at less than 60Hz). Fix call to 'getClosestPtOnBox', whcih was being passed X * V12_X_MULTIPLIER and Y * V12_Y_MULTIPLIER, but the box coordinates, where not
2016-07-19SCUMM: Maniac V0: Implement original walkbox queue, Cleanup actor walk codeRobert Crossfield
2016-07-18FULLPIPE: Adjusted debug outputEugene Sandulenko
2016-07-17SCUMM: Maniac V0: Clear the text area of the screen on fade outRobert Crossfield
2016-07-15WAGE: Free memory used by loadWorld() debug codeTorbjörn Andersson
2016-07-15WAGE: Fix memory leak in drawBitmap()Torbjörn Andersson
The 'tmp' surface was never freed when in _boundsCalculationMode.
2016-07-15WAGE: Free memory for buttons when dialog is destroyedTorbjörn Andersson
2016-07-12SCI32: Disable kernel call 0x23 on LSL6hiresColin Snover
LSL6hires calls 0x23 (Graph/Robot) from game scripts, but it is a null function in the game's interpreter.
2016-07-12SCI32: Fix unnecessary palette updatesColin Snover
Some games load palettes that include color 255, but this is hardcoded to white in SSCI, so just ignore it during merges since it is ignored when the hardware palette is updated anyway.