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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
2005-04-26We need to use unsigned chars here to be able to print accented characters,Torbjörn Andersson
e.g. in the German cutscenes. svn-id: r17805
2005-04-26Make it possible to specify language at run-time, since the Gobliiins 1Torbjörn Andersson
support for other languages appears to work at least fairly well, and this makes it easier to test it. svn-id: r17804
2005-04-25Keep track per piece whether or not it was dynamically allocated, otherwiseTorbjörn Andersson
we'll end up trying to free invalid pointers. (Happened to me at the end of the level where you get the voodoo doll.) svn-id: r17802
2005-04-25This one looks wrong too, but I don't think it has caused any crash for me.Torbjörn Andersson
Not yet, at least. And now, hopefully, it never will. svn-id: r17801
2005-04-25This ought to fix bug #1188910Torbjörn Andersson
svn-id: r17796
2005-04-22Must call openCD to support real Audio CD tracksMax Horn
svn-id: r17747
2005-04-21Initialized variable to avoid Valgrind warning.Torbjörn Andersson
svn-id: r17732
2005-04-19Call initCommonGFX() to set the graphics mode etc.Torbjörn Andersson
svn-id: r17684
2005-04-19WhitespaceTorbjörn Andersson
svn-id: r17683
2005-04-16Hack to get the CD version to play even if no CD track is presentMax Horn
svn-id: r17641
2005-04-15o Switch track on each new scene.Eugene Sandulenko
o Slight improvement on track time calculation. o Stub for gob2. svn-id: r17603
2005-04-14Fix from wjp for redraws and input during delaysEugene Sandulenko
svn-id: r17602
2005-04-13Enable perfect timer so intro runs in sync now. Matches disassemblyEugene Sandulenko
svn-id: r17593
2005-04-13Patch from wjp. Fix keyboard input.Eugene Sandulenko
svn-id: r17592
2005-04-13Support for Red Book audio in CD version of gob1.Eugene Sandulenko
svn-id: r17588
2005-04-13Fixed typo in comment.Torbjörn Andersson
svn-id: r17576
2005-04-13Fix hang in EGA version. Thanks to wjp. Be careful with that parse_printExpr()Eugene Sandulenko
svn-id: r17573
2005-04-13Make VAR macros safer.Eugene Sandulenko
svn-id: r17572
2005-04-12Patch #1181639. "GOB: Possible inter_renewTimeInVars() fix"Eugene Sandulenko
svn-id: r17570
2005-04-12Add comments on CD-specific opcodesEugene Sandulenko
svn-id: r17566
2005-04-12Remove reference to resource.hEugene Sandulenko
svn-id: r17559
2005-04-12Remove unneeded files.Eugene Sandulenko
svn-id: r17558
2005-04-11add comment explaining this struct contains LE valuesJoost Peters
svn-id: r17557
2005-04-11endian-convert pieces value when read, instead of when they are loaded ↵Joost Peters
(since I don't know how to tell how many picts there) svn-id: r17556
2005-04-11Patch from wjp. Support for CD and EGA versions.Eugene Sandulenko
svn-id: r17555
2005-04-11no, we only check for the value being 0, so no endian conversion is needed ;-)Max Horn
svn-id: r17554
2005-04-11cleanupMax Horn
svn-id: r17553
2005-04-11Endian fixes, getting past the 'Please wait...' loading screen nowMax Horn
svn-id: r17552
2005-04-11cleanupMax Horn
svn-id: r17550
2005-04-11Endian fixesMax Horn
svn-id: r17549
2005-04-11Stub out some opcodes, to get the CD version go a bit further (thanks Willem)Max Horn
svn-id: r17548
2005-04-11cleanupJoost Peters
svn-id: r17539
2005-04-11more struct conversionJoost Peters
svn-id: r17538
2005-04-11convert some struct members - unfortunately we can't currently allocate ↵Joost Peters
memory and read the struct in "the proper way", as the engine still addresses data beyond it svn-id: r17537
2005-04-10Add autodetection for WinCE (to be modified)Nicolas Bacca
svn-id: r17527