Commit Graph

1660 Commits

Author SHA1 Message Date
Sven Hesse
ba07c7678a GOB: Add Little Red to the gob games list comment 2012-06-16 04:06:21 +02:00
Sven Hesse
08c0fa9105 GOB: Remove a superfluous semicolon 2012-06-16 03:04:35 +02:00
Sven Hesse
a24cb57c9d GOB: Loop the Little Red title music 2012-06-16 02:58:53 +02:00
Sven Hesse
f917db972e GOB: Shut up Little Red's warning about gob func 1 and 2
Those set some DOS timer interrupt related to sound.
Seems to be unnecessary for us.
2012-06-16 01:50:31 +02:00
Sven Hesse
54f7d9c557 GOB: Use the full title for Little Red Riding Hood
While the other parts in the series are mostly hard-coded,
they are small, simple and monotone enough that I might just
think about implementing them some day...
2012-06-16 01:44:57 +02:00
Sven Hesse
1666d9da82 GOB: Fix mult object collision detection I broke in 2007
This fixes the sidescroller levels (like the bees and butterflies)
in Little Red.

I really wonder if this breakage had other effects too...
2012-06-16 01:39:14 +02:00
Sven Hesse
5961609a56 GOB: Add a resource size workaround for Little Red
This fixes the missing resources in the screen where Little Red
has to find the animals' homes for them.
2012-06-15 15:09:01 +02:00
Sven Hesse
7632246264 GOB: Implement Util::getKeyState() for Little Red
This makes the bees level playable, removing the "lock-up".
Collision detection between Little Red and the bees and butterflies
doesn't work yet though, so they're just flying through her.

Nevertheless, the game seems to be completable now.
2012-06-15 13:35:46 +02:00
Sven Hesse
f16cc050e9 GOB: Add class Inter_LittleRed
This fixes the crash when selecting an animal in the "Languages"
screen.

Interestingly, the German names of the animals are partially
wrong... And for "Das Schmetterling" (sic!), even the recorded
speech sample is wrong.
2012-06-15 01:14:49 +02:00
Sven Hesse
59b2a84552 GOB: Add a proper GameType for Little Red 2012-06-15 00:51:03 +02:00
Sven Hesse
3b8b3c4caf GOB: Fix a failed assert in Litte Red Riding Hood 2012-06-14 23:40:18 +02:00
Sven Hesse
5ae4ed09ea GOB: Fix an uninitialised value in Geisha's Penetration 2012-06-14 15:33:30 +02:00
Sven Hesse
0e6fb43779 GOB: Remove useless variable 2012-06-14 15:27:37 +02:00
Sven Hesse
ccad083ab9 GOB: Fix a "condition depends on uninitialised value" in Geisha 2012-06-14 15:24:49 +02:00
Sven Hesse
198c116061 GOB: Fix stupid typo/bug I introduced in 2007
Luckily, it apparently didn't have any visible symptoms...
2012-06-14 14:40:33 +02:00
Sven Hesse
f87e8b53f3 GOB: Fix an AmigaOS compile error
Should close bug #3534287.
2012-06-11 15:11:15 +02:00
Sven Hesse
a3db17033f GOB: Update list of games in the comment 2012-06-11 15:11:15 +02:00
Sven Hesse
f538b76586 GOB: Don't recalculate the AdLib frequencies table on every player reset 2012-06-11 15:10:59 +02:00
Sven Hesse
fe44939eba GOB: Play the music on the title screen of Gob1 EGA
The EGA version of Gobliiins comes with an MDY track.
While the original doesn't play it, we thought it might
be a nice idea to play it nevertheless.
2012-06-11 06:20:34 +02:00
Sven Hesse
a64e8a6d30 GOB: Hook up the MDY player in Geisha 2012-06-11 05:18:07 +02:00
Sven Hesse
8548dea13d GOB: Hook up the MDY player in Fascination 2012-06-11 05:18:06 +02:00
Sven Hesse
03ef6689c0 GOB: Rewrite the AdLib players
This is a complete rewrite of the AdLib players for ADL and MDY/TBR
files in the Gob engine.

Major changes
1) The AdLib base class is now completely separated from all file
   format code and can theoretically be used by any OPL2-based
   format (within reason)
2) The new code is far better documented and more readable
3) The MDY player now actually works. The MDY/TBR format is
   in reality the MUS/SND format created by AdLib as a simpler
   alternative to the ROL format
4) Since the MAME emulator is quite buggy and leads to noticable
   wrong percussion in the Gobliins 2 title music, the new AdLib
   player will try to create a DOSBox OPL. If it's not compiled in,
   or if the user configured opl_driver to "mame", it will print
   out appropriate warnings.
2012-06-11 05:18:06 +02:00
Eugene Sandulenko
ec92a867da Merge pull request #243 from lordhoto/cursor-no-scale
ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" logic.
2012-06-08 23:20:28 -07:00
Sven Hesse
c414baa35d GOB: Implement shooting in Penetration
Geisha's Penetration minigame should be complete now.
This also means that Geisha is now basically complete.

The only thing missing is the MDYPlayer, but since the
music is only played once during the title screen, and it
has a PCM-based fallback (which is currently played), this
is low priority.
2012-06-08 05:16:01 +02:00
Sven Hesse
421b93ce05 GOB: Rewrite "pathfinding" and implement moving enemies
Since shooting does not yet work, we're just getting mauled by them...
2012-06-08 03:16:53 +02:00
Sven Hesse
c37577a950 GOB: Hook up the Penetration minigame in the cheater 2012-06-07 04:29:10 +02:00
Sven Hesse
3d537e763c GOB: Handle Penetration shooting animations more cleverly
Still no bullets, though :P
2012-06-07 04:21:29 +02:00
Sven Hesse
95454ab52c GOB: Better controls in Geisha's Penetration
You can actually move diagonally now
2012-06-07 04:21:29 +02:00
Sven Hesse
8c3d2fc741 GOB: Add a way to reopen currently opened IMD/VMD videos
This is a workaround for how Lost in Time behaves in combination
with changes I made to the DataIO code for running Urban Runner
on low-memory devices.

Urban Runner's intro are far to big to have them copied into
memory for these devices, so I made the DataIO code return a
SafeSeekableSubReadStream into the opened archive stream instead.
Unfortunately, Lost in Time might not close a video file when it
closes the data file which it was originally in, especially when
loading a saved game. Since the video player needs to be able to
gaplessly continue a video and there does not, by itself, close
the video if not requested by the scripts, this leads to reading
out of an already closed stream in certain cases.

So, to worka round this issues, the video player tries to reopen
each currently opened video after a data archive was closed, to
make sure that that video is still available. If not, the video
is closed.
2012-06-07 00:29:46 +02:00
Sven Hesse
4288edd523 GOB: Add the original broken German as comments 2012-06-06 19:21:21 +02:00
Sven Hesse
5913b9b839 GOB: Draw info texts in Penetration
The German strings have been changed from the original, to fix the
horribly broken German.
Someone should probably check the Italian and Spanish strings too.
2012-06-06 19:03:23 +02:00
Sven Hesse
78c9c72691 GOB: Set Penetration floor palettes and fade in/out 2012-06-06 16:50:22 +02:00
Sven Hesse
04d0ec8d03 GOB: Implement exiting floors 2012-06-06 03:33:35 +02:00
Sven Hesse
1782012f9f GOB: Clean up the Penetration map handling a bit 2012-06-06 03:33:35 +02:00
Sven Hesse
b83ac21f60 GOB: Implement Penetration submarine shooting and dying
Shots don't result in bullets yet, though
2012-06-06 03:33:35 +02:00
Sven Hesse
93dda1b227 GOB: const correctness 2012-06-06 03:33:34 +02:00
Sven Hesse
4392e4d7aa GOB: Implement health gain/loss for mouths 2012-06-05 17:01:40 +02:00
Sven Hesse
7377640668 GOB: Play sounds for mouths and shields in Penetration 2012-06-05 16:21:36 +02:00
Sven Hesse
25938316a8 GOB: Animate mouths in Geisha's Penetration 2012-06-05 16:19:19 +02:00
Sven Hesse
db99d23717 GOB: Fix invalid reads in Geisha's minigames 2012-06-03 18:58:03 +02:00
Sven Hesse
d124b87649 GOB: Remove unnecessary include
A remnant of when we were still doing dithering color LUT
creation at startup
2012-06-03 17:15:18 +02:00
Sven Hesse
5a245bd4f2 GOB: Consume shields in Penetration 2012-06-03 03:40:04 +02:00
Sven Hesse
627e870629 GOB: Limit Penetration movement to walkable tiles 2012-06-03 03:29:35 +02:00
Johannes Schickel
a401f0a19e ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" logic.
All uses of the old target scale API actually wanted to disallow scaling of
the mouse cursor. This commit adapts our API to this and thus simplifies
backend implementations.

Some backends, most notable the Wii and Android, did some implementation of
the cursor target scale, which I didn't adapt yet. I added a TODO for the
porters there.
2012-06-03 02:02:57 +02:00
Sven Hesse
95e467d82c GOB: Display the Penetration submarine 2012-06-03 01:29:44 +02:00
Sven Hesse
8dcb93f2ce GOB: Draw the Penetration map and do basic movement 2012-06-03 01:29:44 +02:00
Sven Hesse
43abb525d4 GOB: Draw the map in a separate surface
Still hidden for now.
2012-06-03 01:29:44 +02:00
Sven Hesse
030509c8eb GOB: Draw the shield and health meters in Penetration 2012-06-02 23:14:12 +02:00
Sven Hesse
585ceb566f GOB: Add animation handling frame to Penetration 2012-06-02 23:14:12 +02:00
Sven Hesse
3eeb3d7416 GOB: Correctly name the Penetration script variables 2012-06-02 23:14:12 +02:00
Sven Hesse
be25e31a0a GOB: Fix v7 cursors drawn by the scripts
When the cursor name is "", then that cursor is drawn by the scripts
instead of loaded from cursor32.dll. That cursor does not have its own
palette then.
Fixes the cursors in the "paint" game in Adibou2.
2012-05-29 17:12:06 +02:00
Sven Hesse
aa7c44a070 GOB: Hook up the PE cursors to v7 loadCursor
Addy Junior / Adibou2 now shows proper cursors.
Thanks to clone2727 for the constant nagging. :P
2012-05-29 14:22:07 +02:00
Sven Hesse
8a4da1e6b0 GOB: Add a Spanish Amiga version of Gobliins 2
As supplied by aldozx in the forums.
2012-03-30 11:35:18 +02:00
Sven Hesse
3664088f6f GOB: Add a way to add sprite coordinates to CMP files
Because the meter bar and icons for Penetration are not
even in the CMP's RXY.
2012-03-11 21:39:14 +01:00
Sven Hesse
c340159486 GOB: Extend ANIObject to also handle CMP sprite "animations" 2012-03-11 21:05:57 +01:00
Sven Hesse
4db94f805c GOB: Use the CMPFile class in ANIFile 2012-03-11 21:05:57 +01:00
Sven Hesse
b928d6dcb1 GOB: Use the CMPFile class in DECFile 2012-03-11 21:05:57 +01:00
Sven Hesse
17e3bfd42c GOB: Add a class for CMP sprites with RXY coordinates 2012-03-11 21:05:57 +01:00
Johannes Schickel
48efab4e5a COMMON: Rename SafeSubReadStream to SafeSeekableSubReadStream.
It actually inherits from SeekableSubReadStream, so it should be named
accordingly.
2012-03-11 00:51:20 +01:00
Fabio Battaglia
b918149e6b GOB: Add detection entry for Italian playtoons2 2012-03-01 18:43:41 +01:00
Max Horn
367131ef0e COMMON: Move Language and Platform functionality into separate files 2012-02-26 15:21:36 +01:00
Eugene Sandulenko
54c87f20e3 Merge pull request #189 from fingolfin/cleanup
ALL: Cleanup
2012-02-23 23:55:45 -08:00
Johannes Schickel
442bcb7d3e ALL: Fix some signed/unsigned comparison warnings. 2012-02-22 20:20:55 +01:00
Max Horn
9628913cdc GOB: Fix type conversion warning 2012-02-22 18:26:38 +01:00
Sven Hesse
885a29a1de GOB: Fix a segfault 2012-01-29 00:12:11 +01:00
Sven Hesse
2f7ae1109b GOB: Add a cheat debug command
- Cheat the Diving minigame to a win
- Get the mastermind solution
2012-01-29 00:10:11 +01:00
Sven Hesse
caeae1a7d6 GOB: Pick the pearl at the right frame of the animation
And make the pearl picking a bit less...picky.
2012-01-28 23:29:47 +01:00
Sven Hesse
1eb7c7507b GOB: Minor cleanup 2012-01-28 22:55:12 +01:00
Sven Hesse
0627a4244d GOB: Play the lungs animation when breathing 2012-01-28 22:29:19 +01:00
Sven Hesse
9fba98415d GOB: Don't play a hurt animation right before Oko dies 2012-01-28 20:09:58 +01:00
Sven Hesse
c161cc1232 GOB: Fade the Diving minigame in 2012-01-28 20:08:13 +01:00
Sven Hesse
c0d0792ccf GOB: End the Diving minigame when Oko is dead 2012-01-28 19:55:55 +01:00
Sven Hesse
4b60a761a0 GOB: Explicitely set the Diving palette 2012-01-28 19:53:26 +01:00
Sven Hesse
3a95cdf961 GOB: Correct the variable value for the Diving result 2012-01-28 19:45:27 +01:00
Sven Hesse
0eeae6e59e GOB: Oko gets hurt by fish and dies if health == 0 2012-01-28 19:45:02 +01:00
Sven Hesse
60306c40ac GOB: If there's no air left, Oko dies 2012-01-28 18:03:00 +01:00
Sven Hesse
7650fca040 GOB: Air gets used up and is refilled by breathing 2012-01-28 17:46:38 +01:00
Sven Hesse
9dd7035327 GOB: Add the air and health meters in Geisha's Diving minigame 2012-01-28 17:46:38 +01:00
Sven Hesse
0fd9abfe01 GOB: Play the correct animation when Oko's picking up pearls 2012-01-27 15:07:26 +01:00
Sven Hesse
cf45f49f72 GOB: Picking up pearls 2012-01-27 14:55:32 +01:00
Sven Hesse
8414627216 GOB: Play Oko's breathing sound 2012-01-27 14:45:41 +01:00
Sven Hesse
9d348f46ad GOB: Add a controlable Oko to Geisha's Diving minigame
Still missing:
  - Air, constantly decreasing, fill up with breathing
  - Health, decreases by collision with evil fish
  - Death, when health == 0
  - Picking up pearls
2012-01-27 14:27:16 +01:00
Sven Hesse
e0209358b7 GOB: Add pearls scrolling by on the ocean floor 2012-01-26 21:13:38 +01:00
Sven Hesse
a19eb26485 GOB: Add the background plants in Geisha's Diving minigame 2012-01-26 19:47:03 +01:00
Strangerke
bab4b6f729 LAUNCHER: Introduce GUIO0() in order to replace GUIO1(GUIO_NONE) 2011-11-16 22:38:58 +01:00
Sven Hesse
d43af8da79 GOB: Fix a very stupid typo in the pathfinder 2011-11-03 17:01:54 +01:00
Sven Hesse
c66afb213b GOB: Fix analyser warnings regarding sprintf() parameter signness 2011-11-03 17:01:54 +01:00
Torbjörn Andersson
a010038492 JANITORIAL: Remove unnecessary semicolons 2011-10-29 11:23:44 +02:00
Strangerke
ee9b0ae7bf LAUNCHER: Add GUIO_NOASPECT to gob 2011-10-23 21:47:16 +02:00
Eugene Sandulenko
32972a5ffb AD: Switched rest of the engines to new GUIO 2011-10-23 17:53:13 +01:00
Sven Hesse
a1825e4d02 GOB: At the decorative fishes in the Diving minigame 2011-09-18 17:02:45 +02:00
Sven Hesse
679fc75408 GOB: Fix a stupid mistake regarding enum MouseButtons 2011-09-16 14:52:52 +02:00
Sven Hesse
a607247262 GOB: Randomize when the evil fishes enter and leave 2011-09-15 21:24:08 +02:00
Sven Hesse
79f2bb52b6 GOB: Randomize evil fish positions 2011-09-15 21:24:08 +02:00
Sven Hesse
3fe3a49283 GOB: Make sure that the evil fish don't drift up/down 2011-09-15 21:24:08 +02:00
Matthew Hoops
bf560908c3 GOB: Fix a typo 2011-09-15 12:10:13 -04:00
Sven Hesse
16bbc07690 GOB: Don't explicitly open CD1.ITK for Urban Runner
CD1.ITK is the one CD archive file the Urban Runner scripts open
themselves in NO_CD mode. Since the PSP has extremely limited file
handles, having that archive opened twice makes the load code fail
on that device.

Hopefully, the scripts don't decide to close and not reopend CD1.ITK
in places where it's needed. A full playthrough with loading/saving
between screens (especially across CD content borders, and during
death screens) would probably be prudent.
2011-09-15 17:36:55 +02:00
Sven Hesse
1998ab500e GOB: Tell Geisha that we have no AdLib
The title music is then played from SND files instead of
MDY/TBR files (that we still don't yet support).
2011-09-14 21:42:18 +02:00
Sven Hesse
c6bb055941 GOB: Play the shooting sound in the Diving minigame 2011-09-14 20:43:06 +02:00
Sven Hesse
6c259c5d66 GOB: Randomize the evil fish types 2011-09-14 20:31:50 +02:00
Sven Hesse
2edfb693be GOB: Add EvilFish::mutate()
Changing a fish into a different fish type
2011-09-14 20:07:17 +02:00
Sven Hesse
5caf4ac400 GOB: Implement the fish shooting part of the Diving minigame 2011-09-14 18:54:28 +02:00
Sven Hesse
e21b1af568 GOB: Add ANIObject::rewind() 2011-09-14 18:54:28 +02:00
Sven Hesse
a43794b9c4 GOB: Add ANIObject animation mode
Play the animation continuously or only once.
2011-09-14 18:54:28 +02:00
Sven Hesse
ac3593c631 GOB: Init "Diving" cursor 2011-09-14 18:54:28 +02:00
Sven Hesse
00a5ccfce0 GOB: Add stubby "Diving" white pearl drawing 2011-09-14 18:54:28 +02:00
Sven Hesse
358f55db40 GOB: Add stubby "Diving" black pearl drawing 2011-09-14 18:54:27 +02:00
Sven Hesse
918fe978e2 GOB: Add ANIObject::setPause() 2011-09-14 18:54:27 +02:00
Sven Hesse
96961b2c2d GOB: More const correctness 2011-09-14 18:54:27 +02:00
Johannes Schickel
44068338e5 GOB: Made some static data const. 2011-09-08 20:03:30 +02:00
Strangerke
b60a706751 JANITORIAL: Fix some formatting glitches in gob, hugo and toon 2011-09-08 07:55:40 +02:00
Johannes Schickel
b92a087857 GOB: Remove unused include. 2011-09-06 14:34:07 +02:00
Sven Hesse
7f5f9c9f91 GOB: Stub classes for Geisha's Diving and Penetration minigames 2011-09-03 18:00:09 +02:00
Sven Hesse
26dd2f5f60 GOB: Move keyPressed() to Util 2011-09-03 18:00:09 +02:00
Sven Hesse
dbb70e3d6f GOB: Add class Geisha::EvilFish
An "evil" fish in Geisha's "Diving" minigame.
2011-09-03 18:00:09 +02:00
Sven Hesse
220fc2b593 GOB: Add class ANIObject
Controls an animation stored within an ANI file.
2011-09-03 18:00:09 +02:00
Sven Hesse
a4f42017d7 GOB: Add class ANIFile
Handles ANI files, describing animations.
Used in hardcoded "actiony" parts of gob games, like
Geisha's minigames.
2011-09-03 18:00:09 +02:00
Sven Hesse
37964e8e85 GOB: Add class DECFile
Handles DEC files, describing "decals" (backgrounds).
Used in hardcoded "actiony" parts of gob games, like
Geisha's minigames.
2011-09-03 18:00:09 +02:00
Sven Hesse
2985f118b8 GOB: Add class RXYFile
Handles RXY files, containing relative sprite coordinates.
Used in hardcoded "actiony" parts of gob games, like
Geisha's minigames.
2011-09-03 18:00:09 +02:00
Sven Hesse
44b83551aa GOB: Add the Amiga version of Geisha 2011-09-03 18:00:08 +02:00
Sven Hesse
cceaa04ef2 GOB: Make Util::setExtension() not add an extension to an empty string 2011-09-03 18:00:08 +02:00
Sven Hesse
eebd5a28f9 GOB: Add Util::readString() 2011-09-03 18:00:08 +02:00
Sven Hesse
b516e4f440 GOB: Add a workaround for some of Geisha's textboxes
Geisha often displays text while it loads a new TOT.
Back in the days, this took long enough so that the text
could be read. Since this isn't the case anymore, we'll
wait for the user to press a key or click the mouse.
2011-08-29 14:10:10 +02:00
Sven Hesse
5f4dad1a6d GOB: Fix the display length of "You can't use that" texts in Geisha 2011-08-29 09:47:46 +02:00
Sven Hesse
dfe9fc05aa GOB: Implement saving/loading for Geisha 2011-08-29 01:37:57 +02:00
Sven Hesse
fcadd5a56d GOB: Fix Geisha's hotspot checks 2011-08-28 21:54:43 +02:00
Sven Hesse
8c69d64678 GOB: Fix a potential input box bug 2011-08-28 21:54:42 +02:00
Sven Hesse
5b25fc3e25 GOB: Fix language inconsistencies in Geisha 2011-08-28 21:54:42 +02:00
Sven Hesse
5dd26b9a36 GOB: Add cheat output for Geisha's mastermind 2011-08-26 11:50:37 +02:00
Sven Hesse
5bcb89852f GOB: Add a console command to dump the whole variable space 2011-08-26 11:50:37 +02:00
Sven Hesse
cdc86c6f67 GOB: Add oGeisha_checkData 2011-08-26 09:17:51 +02:00
Sven Hesse
8fd8c913af GOB: Implement oGeisha_caress1 and oGeisha_caress2
Used in the Mastermind minigame in Chapter 2: Caress
2011-08-26 09:11:11 +02:00
Sven Hesse
3062bc1df6 GOB: Stub the Geisha minigame "Diving" 2011-08-26 08:20:19 +02:00
Sven Hesse
e05e18d8bd GOB: Stub the Geisha minigame "Penetration" 2011-08-26 08:15:47 +02:00
Sven Hesse
6a9271b6cf GOB: Oops, don't skip vital parts of the script
The paramater count is already read in oGeisha_goblinFunc...
2011-08-26 08:11:24 +02:00
Sven Hesse
a3bc17296b GOB: Add Geisha AdLib music opcodes
adlibPlay() is commented out for now, until Strangerke fixes the
MDYPlayer. :P
2011-08-26 07:47:37 +02:00
Sven Hesse
e20b90543d GOB: Fix the Geisha cursor 2011-08-26 06:09:56 +02:00
Sven Hesse
479eeb7e47 GOB: Actually, we do support 16 color fading 2011-08-26 05:00:28 +02:00
Sven Hesse
225f0ad3dc GOB: Fix EGA palette animation
The Geisha intro is now watchable
2011-08-26 04:45:34 +02:00
Sven Hesse
24929c9990 GOB: Add inter_geisha.cpp and implement oGeisha_loadSound
Geisha's intro shows now (with glitches, palette animation fail?) and
the game is playable.
2011-08-26 04:10:46 +02:00
Sven Hesse
ba84788bda GOB: Geisha seems to be EGA-only
The menu in Geisha shows now. It crashes when something is clicked
though; the loadSound opcode is probably different.
2011-08-26 01:53:16 +02:00
Sven Hesse
c57fd31246 GOB: Fix 0OT resource loading, used in Geisha
0OT are compressed TOT files. The compression flag in the STK header
is *not* set, and 0OT files are compressed in chunks, not as a whole.
2011-08-26 01:53:16 +02:00
Christoph Mallon
23a0f5318c JANITORIAL: Remove trailing empty lines. 2011-08-07 13:53:33 +02:00
Sven Hesse
a852f30fb2 GOB: Add a workaround for bug #3376547 (gob3 footstep sound) 2011-07-25 18:47:31 +02:00
Sven Hesse
74e43312f7 GOB: Fix missing sound effects in Woodruff (bug #3374170)
Another regression of the CoktelDecoder rewrite.
Thanks to digitall for finding the offending commit. :)
2011-07-23 15:39:38 +02:00
Max Horn
88913c0139 ALL: Remove trailing whitespaces
This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
  git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
2011-06-20 00:59:48 +02:00
Max Horn
d9a996e6ef DETECTOR: Change ADFileBasedFallback::desc to ADGameDescription pointer 2011-06-14 18:52:12 +02:00
Max Horn
01f806c2db DETECTOR: Treat file based fallback like any other fallback method 2011-06-14 18:52:11 +02:00
Max Horn
593b929047 DETECTOR: Separate code for handling obsolete gameids from advanced detector
This includes a renaming of ADObsoleteGameID to Engine::ObsoleteGameID,
and AdvancedDetector::findGameID now is Engines::findGameID.

Doxygen comments were added or improved
2011-06-14 18:52:07 +02:00
Max Horn
7c992d6598 DETECTOR: Merge ADParams into AdvancedMetaEngine 2011-06-14 18:17:01 +02:00
Thierry Crozat
06bbb57ad7 I18N: Make many more GUI MessageDialog strings translatable 2011-06-13 22:19:18 +01:00
Max Horn
a89f9ca31c GOB: Switch to alternate AdvancedMetaEngine, avoid ADParams 2011-06-10 22:15:42 +02:00
Max Horn
4827cc914a ENGINES: Change incorrect use of 'target' to 'gameid' 2011-06-10 22:15:40 +02:00
D G Turner
8356656575 GOB: Replace snprintf() usage with Common::String::format()
Safer and less portability issues.
2011-06-02 02:20:51 +01:00
Matthew Hoops
eea482fa43 ALL: behaviour -> behavior 2011-05-25 10:50:46 -04:00
Max Horn
4cbe4ede66 COMMON: Registers RandomSources in constructor with the event recorder
This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
2011-05-17 12:17:26 +02:00
Sven Hesse
d47eceeb2f GOB: Add a non-interactive Adibou2 demo 2011-05-16 20:37:44 +02:00
Thierry Crozat
3c59e37035 ENGINES: Unify engine names
This unifies the engine names in MetaEngine::getName() and the
credits. In particular drop "Engine" or "engine" from the names when
it was present and use expanded names in credits when the
MetaEngine uses it (e.g. "Beneath a Steel Sky" instead of "BASS").
2011-05-16 00:11:32 +01:00
strangerke
69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00
Sven Hesse
6fb232b9ff GOB: Create a SafeSubReadStream for files in STKs
Instead of memcpy'ing them into a MemoryReadStream.
This is necessary for the lower end PSPs to run Urban Runner with
its comparably big VMD videos.
2011-05-06 16:47:49 +02:00
Sven Hesse
8e03a200ef GOB: Fix a stupid typo in SlotFileIndexed::buildIndex()
This should fix bug #3295893.

The intention of this piece of code was to pad the first save slot
name with spaces until it's as long as the longest save slot name,
because the scripts use it to gauge the width of the save list.
Unfortunately, I messed up there, overwriting variable space directly
after the save names. In Urban Runner's case, this would be the list
of inventory items.
2011-05-05 20:50:53 +02:00
Sven Hesse
db22f32a44 GOB: Add another Italian Fascination version
As supplied by alex86r in bug report #3297633.
2011-05-04 21:20:27 +02:00
Sven Hesse
31818ad4fd GOB: Add another Italian Urban Runner version
As supplied by alex86r in bug report #3297602.
2011-05-04 21:14:19 +02:00
Sven Hesse
a1c339ea4f GOB: Don't overwrite _destSpriteX after PRINTTEXT
Don't overwrite _destSpriteX after PRINTTEXT with a value that's only
appropriate for monospaced fonts; support for non-monospaced fonts
has been introduced with Woodruff.

This should fix bug #3295889.
2011-05-04 02:34:37 +02:00
Sven Hesse
30f7cdb49a GOB: Plug a leak
Thanks to digitall for finding that one
2011-05-04 01:26:10 +02:00
Johannes Schickel
71bdb86e02 Merge pull request #16 "Add a PixelFormat to Graphics::Surface.".
For further discussion check here:
https://github.com/scummvm/scummvm/pull/16

Conflicts:
	graphics/png.cpp
2011-05-01 16:54:45 +02:00
Ori Avtalion
9414d7a6e2 JANITORIAL: Reduce header dependencies in shared code
Some backends may break as I only compiled SDL
2011-04-28 15:08:58 +03:00
Ori Avtalion
cd6ee0589d JANITORIAL: Format forward declarations to follow convention 2011-04-28 12:20:34 +03:00
Sven Hesse
804f0f3e47 GOB: Shut up VS2010 code analysis warning 2011-04-20 23:10:00 +02:00
Johannes Schickel
ca81ab1a4c GOB: Do not access Surface::bytesPerPixel anymore. 2011-04-17 20:56:16 +02:00
Max Horn
0ce2ca4e00 COMMON: Replace MKID_BE by MKTAG
MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
2011-04-12 16:53:15 +02:00
dhewg
d83a83ef50 JANITORIAL: Remove/comment unused vars
Found by GCC 4.6's -Wunused-but-set-variable
2011-03-29 21:57:56 +02:00
Sven Hesse
f5fb832b63 GOB: Use memmove instead of memcpy in Surface::blit()
Inca 2 actually blits surfaces on themselves...
2011-03-29 12:32:30 +02:00
Sven Hesse
e6c8d151f9 GOB: Add another US version of Urban Runner
As supplied by Collector9 in bug report #3228040
2011-03-20 10:14:31 +01:00
Sven Hesse
27e2201ce2 GOB: Fix Urban Runner fallback feature flags 2011-03-20 10:09:27 +01:00
dhewg
3eda4c16ac GOB: Init volume levels on startup 2011-03-19 16:04:52 +01:00
Sven Hesse
004df22752 GOB: Add an Italian version of Urban Runner
As supplied by "Alex" on my Gobsmacked blog:
<http://drmccoy.de/gobsmacked/?p=407&cpage=1#comment-2070>
2011-03-18 21:24:50 +01:00
Ori Avtalion
765540a5fd GOB: Avoid hiding overloaded virtual methods 2011-02-26 20:25:44 +02:00
Johannes Schickel
04d4162357 GOB: Adapt to setPalette RGBA->RGB change. 2011-02-14 17:08:32 +01:00
Max Horn
42ab839dd6 AUDIO: Rename sound/ dir to audio/
svn-id: r55850
2011-02-09 01:09:01 +00:00
Max Horn
2d1c8a3533 ALL: Fix whitespaces / indention
svn-id: r55818
2011-02-07 23:01:06 +00:00
Max Horn
357c225f64 VIDEO: Rename VideoDecoder::load() to loadStream()
svn-id: r55810
2011-02-07 17:54:16 +00:00
Max Horn
ab039812e7 COMMON: OSystem now has a PaletteManager
svn-id: r55806
2011-02-07 17:52:38 +00:00
Sven Hesse
94b6d23d44 GOB: Silence a compiler warning
svn-id: r55771
2011-02-04 16:16:07 +00:00
Sven Hesse
e3ceff83f4 GOB: Add the "envir" directory to the search path for Adibou
svn-id: r55770
2011-02-04 15:55:54 +00:00
Sven Hesse
b6d2e521c5 GOB: Add oPlaytoons_loadMultObject
svn-id: r55769
2011-02-04 15:55:20 +00:00
Sven Hesse
0efcd484ea GOB: Implement case -2 for oPlaytoons_getObjAnimSize
svn-id: r55768
2011-02-04 15:54:52 +00:00
Sven Hesse
6a99b6f340 GOB: Add Inter::readValue()
svn-id: r55767
2011-02-04 15:54:21 +00:00
Sven Hesse
209f5bd77e GOB: Move storeValue/storeString to class Inter
svn-id: r55766
2011-02-04 15:53:44 +00:00
Sven Hesse
80bfecb625 GOB: Fix a regression that broke Lost in Time
svn-id: r55760
2011-02-03 20:51:59 +00:00
Sven Hesse
b9b8b4d3eb GOB: Oops, set the correct opcode :P
svn-id: r55739
2011-02-02 19:56:24 +00:00
Sven Hesse
c3e7b03b46 GOB: Add o7_findCDFile
Stubbing that for now

svn-id: r55738
2011-02-02 19:53:22 +00:00
Sven Hesse
c1967c1a0a GOB: Add o7_gob0x201
svn-id: r55737
2011-02-02 19:52:47 +00:00
Sven Hesse
1d38568bc1 GOB: Fix detection of JPEG images
Thanks, clone :P

svn-id: r55735
2011-02-02 17:28:28 +00:00
Sven Hesse
fed0adacb7 GOB: Close the just ended live video, not the first one
svn-id: r55734
2011-02-02 17:03:14 +00:00
Sven Hesse
3d0edd71c9 GOB: Implement o7_loadLBMPalette
svn-id: r55733
2011-02-02 16:51:31 +00:00
Sven Hesse
63c6d4432c GOB: Implement LBM loading
svn-id: r55732
2011-02-02 16:50:57 +00:00
Sven Hesse
729be647a0 GOB: o7_draw0xA4 is o7_loadLBMPalette
Stubbing that one for now.

svn-id: r55731
2011-02-02 16:50:23 +00:00
Sven Hesse
b9b7b449b9 GOB: Stub o7_loadImage further
svn-id: r55730
2011-02-02 16:49:49 +00:00
Sven Hesse
812680d187 GOB: Rename Draw::kSpritesCount to Draw::kSpriteCount
svn-id: r55729
2011-02-02 16:49:20 +00:00