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2005-11-22Cleanup.Torbjörn Andersson
svn-id: r19690
2005-11-01Add cd check to gobliins engine.Travis Howell
svn-id: r19381
2005-10-18Update FSF address. Eek. Actually that took place on May 1, 2005Eugene Sandulenko
svn-id: r19142
2005-10-17Add contributed Amiga Gob1 md5 sumEugene Sandulenko
svn-id: r19124
2005-10-14Fix from wjp which let protection screen render itself at last.Eugene Sandulenko
Now you may clearly see rotated numbers as well as hint when your code is wrong. svn-id: r19088
2005-10-13Patch from wjp which fixed parser operands and now protection screen alwaysEugene Sandulenko
shows numbers, not just rotation of them. Still no screen updated during the process. svn-id: r19067
2005-10-12Patch from wjp #1325224 "Fix for Gobliiins 1 EGA crash on game-over"Eugene Sandulenko
which fixes bug #1324814 "GOB1 ega: lock up when game is over" svn-id: r19056
2005-10-12Hide unnecessary debug outputEugene Sandulenko
svn-id: r19027
2005-08-10Made Gobliiins less of a CPU hog by adding some strategic delays andTorbjörn Andersson
turning on the screen auto-dirtying - some as Simon uses. It's not perfect by any means, but it may be good enough for 0.8.0 at least. svn-id: r18649
2005-08-08Cleanups. Mostly removal of seemingly unused variables and stuff.Torbjörn Andersson
svn-id: r18639
2005-07-30Remove trailing whitespaces.Eugene Sandulenko
svn-id: r18604
2005-07-19Some stubs for gob2.Eugene Sandulenko
Improved debug output. svn-id: r18556
2005-07-10Cleanup.Torbjörn Andersson
svn-id: r18529
2005-06-24When including files from common/, explicitly use the common/ prefixMax Horn
svn-id: r18444
2005-06-22Changed from char to int8 in a number of places. This makes not assume the ↵Lars Persson
typ of char regardless of any compiler flags. Now looks very nice on the Symbian platfor. svn-id: r18435
2005-06-21Added temporary variables for readability.Torbjörn Andersson
svn-id: r18421
2005-06-14Bug fix for inter_execPtr beeing a char*. Char is not the same defined typ ↵Lars Persson
on all targets. On symbian a char is unsigned char but Gob is assuming int in this case. len = *(int8*)inter_execPtr++; // must be a signed char typ and char is not default signed on all platforms. svn-id: r18393
2005-06-14Changed palanim datatype from char to byteLars Persson
svn-id: r18392
2005-06-14Added struct packning to palette struct && added check for define __WINS__ ↵Lars Persson
for symbian build svn-id: r18391
2005-06-14Added __WINS__ defintion check for the Symbian integration so the right ↵Lars Persson
function is used. svn-id: r18390
2005-06-06VGAVideoDriver::drawLine implementationGregory Montoir
svn-id: r18360
2005-05-26Fix bug #1209059 "GOB: Gobliiins English Floppy version crash"Eugene Sandulenko
svn-id: r18268
2005-05-23Include gob3 md5 from bugreport #1206539 "GOB: Goblins 3 MD5 Report". AlthoughEugene Sandulenko
it will be useless at least for some months :) svn-id: r18233
2005-05-18Oops, was the wrong MD5, forgot to only compute it for the first MB. Now ↵Max Horn
verified by letting ScummVM compute the checksum (note: ScummVM runs into a deep freeze running the gob1 target for the woordruff game data, very bad) svn-id: r18157
2005-05-17Added my Woodruff version to the MD5 listMax Horn
svn-id: r18137
2005-05-15Added comment about which version of Woodruff I added an MD5 sum for.Torbjörn Andersson
svn-id: r18106
2005-05-13Check MD5 at runtime, so game features could be set at run time.Eugene Sandulenko
svn-id: r18084
2005-05-13Added MD5 for (another) Gobliiins 1 CD. See bug report #1201233. Made a fewTorbjörn Andersson
other game detection-related changes, but they're mostly cosmetical at this stage. svn-id: r18082
2005-05-11Moved some more stuff to namespace Audio (enough for tonight)Max Horn
svn-id: r18040
2005-05-10Moved class SoundMixer to Audio::Mixer (didn't call the namespace 'Sound' ↵Max Horn
because we already have many classes with that name) svn-id: r18039
2005-05-10Moved class File and the MD5 stuff to namespace CommonMax Horn
svn-id: r18037
2005-05-09The comment about the DOS version being sold without copy protection infoTorbjörn Andersson
may not be correct after all, so I've removed it. svn-id: r18002
2005-05-09Added Gobliiins MD5 sums provided by Florian Zeitz.Torbjörn Andersson
svn-id: r17993
2005-05-08Comply to our coding conventionsMax Horn
svn-id: r17975
2005-05-07Added MD5 for The Bizarre Adventures of Woodruff and the Schnibble.Torbjörn Andersson
svn-id: r17944
2005-05-06Initial game detection support. I've added the MD5 sums for the games andTorbjörn Andersson
demos I have, except for the Woodruff game which I don't have on this particular computer. (I'll add that one later, if no one beats me to it.) svn-id: r17936
2005-05-06Patch #1196638 'GOB: Simple "beeper"'. Thanks eriktorbjorn.Eugene Sandulenko
svn-id: r17935
2005-05-05Oops.Torbjörn Andersson
svn-id: r17921
2005-05-05Applied patch #1195190. This may help the game run on 64-bit systems, but ITorbjörn Andersson
don't know anyone who can verify that. svn-id: r17914
2005-05-05CleanupTorbjörn Andersson
svn-id: r17913
2005-05-04Cleanup.Torbjörn Andersson
svn-id: r17908
2005-05-04The mult_playSound() function makes absolutely no sense at all to me, soTorbjörn Andersson
I've changed it to something that doesn't trigger assertions in the Gobliiins demo intro. svn-id: r17907
2005-05-04WhitespaceTorbjörn Andersson
svn-id: r17906
2005-05-03Use File::size() instead of stat() to find the size of a file.Torbjörn Andersson
svn-id: r17900
2005-05-01This should fix the negative frequency bug that caused some sound effectsTorbjörn Andersson
to not be played, and probably fixes wrong frequency on some that were played. It's all guesswork, though. I don't know if this is what the original did. svn-id: r17882
2005-04-30Support for looping sounds.Torbjörn Andersson
svn-id: r17872
2005-04-29Added comment.Torbjörn Andersson
svn-id: r17865
2005-04-29Replaced rand()/srand() with RandomSource. Of course, util_getRandom() is aTorbjörn Andersson
pretty unnecessary function - we could call RandomSource directly - but let's take this one thing at a time. svn-id: r17863
2005-04-29Some limited - and quite possibly wrong - sound effects support. I haveTorbjörn Andersson
assumed, given their tiny size, that the sound samples are 8-bit mono. Looping is not implemented yet. Some sounds are skipped since the engine asks that they be played at a negative sample rate. (I think there is more to this than just a simple signed/unsigned issue, because they sound wrong even if I treat the frequency as unsigned.) svn-id: r17862
2005-04-28This should fix a crash which could happen when placing several objects tooTorbjörn Andersson
close to each other on the ground. (Happened to me on the first level after destroying the voodoo doll, where I'd drop the banana, the soap and the false nose close to each other on the ground after using them.) Reasoning behind the change: From what I understand, map_itemsMap[] contains information for each "cell" of the map about which objects are there. Each cell can contain two objects which are stored in the upper and lower byte of a 16-bit word. When dropping an object, it is written into map_itemsMap[], but not just to the indicated cell but also to a few of the surrounding ones. Presumably to make it easier to pick it up afterwards. When writing an object to a cell, we check if one of the bytes is already occupied. If it is, write to the other byte. Otherwise, write to that byte. (If both bytes are occupied, one will be overwritten.) The old code assumed that if one byte was free at position (x,y) the same byte would automatically be the free one in the surrounding cells. This could cause bad values in the array, since the item was added to an existing value, rather than replacing it. This new code makes the check for each cell that is modified. (It also gets rid of some code duplication.) svn-id: r17851