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