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2004-03-02Ooops, just move everyting used by HE6 to HE6.Travis Howell
svn-id: r13137
2004-03-02Divide up some code for HE6 and HE7Travis Howell
svn-id: r13136
2004-03-02Avoid duplicate targetsTravis Howell
svn-id: r13135
2004-03-02Implemented more HE opcode stringLen and added stub for opcode F4Eugene Sandulenko
svn-id: r13134
2004-03-02Update HE games listTravis Howell
Keep games divded by versions svn-id: r13133
2004-03-02Exclude some var settings for HE7Travis Howell
svn-id: r13132
2004-03-02Remove fixmeTravis Howell
svn-id: r13131
2004-03-02Add better check for HE resource differences.Travis Howell
Move stringLen to HE7. svn-id: r13130
2004-03-02Make use of GF_WINDOWS in HE gamesEugene Sandulenko
svn-id: r13129
2004-03-02Introduced new platform GF_WINDOWS. Used for HE games. GF_PC is DOSEugene Sandulenko
svn-id: r13128
2004-03-02oopsEugene Sandulenko
svn-id: r13127
2004-03-02Implemented some HE specific opcodesEugene Sandulenko
Added some HE GIDs svn-id: r13126
2004-03-01Update comment on runInventoryScript() argument in setOwnerOf().Eugene Sandulenko
svn-id: r13125
2004-03-01Got rid of the Sam & Max inventory hack. This fixes at least one aspect ofTorbjörn Andersson
bug #907113. See also bug #493153 for the origins of the hack. It would be very nice if we could get this fix into 0.6.0 as well, because bug #907113 crashes ScummVM for reasons which escape me. But someone will have to verify that the fix is correct first. Pretty please...? svn-id: r13124
2004-03-01default to 1x for all of the active hev7 targetsJonathan Gray
svn-id: r13121
2004-03-01Enable some HE target to test with.Travis Howell
svn-id: r13116
2004-03-01Add stubTravis Howell
svn-id: r13115
2004-03-01Correct targetTravis Howell
svn-id: r13114
2004-03-01Remove double check, all later games are 640 x 480.Travis Howell
svn-id: r13113
2004-03-01HE V7 games are 640x480. Now game forwards much further. Still no graphics, ↵Eugene Sandulenko
though. svn-id: r13112
2004-03-01HE7 resolution is 640 x 480.Travis Howell
svn-id: r13111
2004-03-01Add HE7 varsTravis Howell
svn-id: r13110
2004-03-01Move decodeParseString to script_v7he.cpp where it really belongs to.Eugene Sandulenko
svn-id: r13109
2004-03-01Started work on Freddi Fish. Since it is SPU version 7, added new class.Eugene Sandulenko
Implemented some SPUv7 specific opcodes svn-id: r13108
2004-03-01HE games specificTravis Howell
svn-id: r13105
2004-02-29Correct incorrect smush filename in Macintosh FT demoTravis Howell
svn-id: r13098
2004-02-29Enable insane subtitles in Mac. version of FT demoTravis Howell
svn-id: r13094
2004-02-29add support for the standalone maniac mansion demoJonathan Gray
svn-id: r13090
2004-02-28renamed more OSystem methods to follow our naming scheme; renamed ↵Max Horn
NewGuiColor to OverlayColor; fixed some calls to error() in the SDL backend svn-id: r13087
2004-02-28Correct Mac fbear MD5Eugene Sandulenko
Remove slipped in spaces in some MD5's. Don't know either it prevented them from being detected but anyway that's potential bug svn-id: r13077
2004-02-27Add reported MD5'sEugene Sandulenko
svn-id: r13072
2004-02-27Don't reamp F1 in COMI demoTravis Howell
svn-id: r13067
2004-02-26Work around music glitch in Monkey Island 2:Torbjörn Andersson
In the scene where Largo is speaking to Mad Marty, the Woodtick music often resumes way before Largo's theme has finished. With this workaround, it waits until Largo's theme has definitely finished before starting the Woodtick music again. I wouldn't have done it this way if I hadn't been almost positive that it's a script bug, rather than an iMUSE bug. svn-id: r13061
2004-02-26Restrict hackTravis Howell
svn-id: r13059
2004-02-25Disable var setting which could cause possible script issues.Travis Howell
Update comment svn-id: r13053
2004-02-25Fix VAR_VOICE_MODE in COMITravis Howell
svn-id: r13051
2004-02-24the OSystem changes we discussed on the ML (note: renaming of the existing ↵Max Horn
OSystem API is not yet finished); porters will have to fix their ports to get them to compile again svn-id: r13036
2004-02-24COMI uses VAR_CHARINC in reverse, so adjust readvar.Travis Howell
svn-id: r13025
2004-02-24Remove warnings, they were dummy warnings in originals.Travis Howell
svn-id: r13024
2004-02-24Reset more for a restart and avoid some code duplication.Travis Howell
svn-id: r13022
2004-02-24Add case for 3do version.Travis Howell
svn-id: r13020
2004-02-24Add case for 3do versions.Travis Howell
svn-id: r13018
2004-02-24Minor correctionTravis Howell
svn-id: r13015
2004-02-24Graphics decoders for 3DO HE titles. Preliminary implementation, don'tEugene Sandulenko
blame me :) After testing I'll convert it to C. svn-id: r13014
2004-02-24Removeout dated fixme (No reports of asserts in minefield)Travis Howell
svn-id: r13013
2004-02-24Rename a few opcodesTravis Howell
svn-id: r13011
2004-02-23Add back hackTravis Howell
svn-id: r13007
2004-02-23the code was still wrongMax Horn
svn-id: r13005
2004-02-23Add HE specific modifications to readArray and writeArray. That fixesEugene Sandulenko
those crashes svn-id: r13004
2004-02-23Proper implementation of readFile, writeFile and redimArray.Eugene Sandulenko
HE specific fixes to defineArray. Now many things started to work in HE games. svn-id: r13003