Commit Graph

1316 Commits

Author SHA1 Message Date
Martin Kiewitz
2b216e1494 AGI: Move debugger to Ctrl-Shift-D
because of Police Quest 1 using Ctrl-D for calling dispatch.
Solves FR #395
2016-02-06 03:00:20 +01:00
Martin Kiewitz
bb9052bf6f AGI: Switch to CLUT3 for Macintosh as default 2016-02-06 00:03:17 +01:00
Martin Kiewitz
088c4d118c AGI: Adding Macintosh palettes for GR+SQ2
But not actually using the GR palette, because it looks horrible.
2016-02-05 23:53:26 +01:00
Martin Kiewitz
eaf0aeb604 AGI: Make it possible to also force CGA/EGA/VGA
...rendering
2016-02-05 22:09:11 +01:00
Martin Kiewitz
a7ffda3ba1 AGI: fix build powf() -> pow() 2016-02-05 17:03:38 +01:00
Martin Kiewitz
f09a15f276 AGI: Render mode Macintosh added
Palette + mouse cursor + box frame color only atm
Thanks to wjp for gamma correction
Not sure, if our current color adjustment is correct
Should be checked by using actual hardware
2016-02-05 16:41:02 +01:00
Martin Kiewitz
f954603f8d AGI: GfxMgr::drawBox now using kRenderMacintosh 2016-02-05 14:23:23 +01:00
Martin Kiewitz
efb6532468 AGI: Rewrote stringWordWrap()
Original code wasn't accurate
2016-02-05 14:13:45 +01:00
Martin Kiewitz
72a3cae20b AGI: Restrict hide.mouse to AGI3 only
Command seems to not have existed in at least 2.917 (PC).
Space Quest 2 on Apple IIgs calls it during intro, but never
calls show.mouse. SQ2 on other platforms does not make this call.
Mouse cursor is not hidden under emulator, so atm I have to assume
that it's either a dodgy script or there was something else hacked
into the interpreter back then.

This fixes Space Quest 2 Apple IIgs losing mouse cursor, when
the intro is not canceled.
2016-02-04 23:24:59 +01:00
Martin Kiewitz
4b7d49dcff AGI: Fix Hold-Key-Mode implementation
Hold-Key-Mode got introduced v2.425, it was simply not possible
to disable it until 3.098.
Now creating a AGI_KEY_STATIONARY event, so that it works properly

Fixes Mixed Up Mother Goose
2016-02-04 22:53:15 +01:00
Martin Kiewitz
9f7ff8351b AGI: Fix mouse code for transitions
Do not show mouse cursor after transition, when it's currently
switched to hidden. Do the same for hide/show.mouse opcodes.
2016-02-04 21:21:52 +01:00
Martin Kiewitz
26791ec7d9 AGI: Add verbose flags to debug command screenobj 2016-02-04 18:49:15 +01:00
Martin Kiewitz
240982a46e AGI: Fix cursor position after save game descr.
Cursor was placed incorrectly after entering saved game description
using original load/save dialogs.
2016-02-04 17:22:23 +01:00
Martin Kiewitz
af8dbfc998 AGI: More accurate menu mouse support
Menu items did not switch to inverted state when they are disabled.
2016-02-04 16:42:41 +01:00
Martin Kiewitz
9620979def AGI: Add Atari ST system UI buttons 2016-02-04 15:30:50 +01:00
Martin Kiewitz
db03baed02 AGI: Add buttons to save/restore verify dialogs 2016-02-04 13:58:10 +01:00
Martin Kiewitz
c17cd72bae AGI: Add Amiga system UI buttons
Also adjust window frames for Amiga. Amiga also uses hi-res ones.
2016-02-04 13:38:18 +01:00
Martin Kiewitz
e019323f07 AGI: Add Apple IIgs system UI buttons
For Restart/Quit/Pause dialog
2016-02-04 12:51:35 +01:00
Martin Kiewitz
dbdf77660e AGI: Fix disabled look to work properly in menus 2016-02-04 00:55:53 +01:00
Martin Kiewitz
f6c9cffa26 AGI: Add different window frames for Macintosh
Also work on drawCharacter code for SystemUI usage
2016-02-03 22:47:58 +01:00
Martin Kiewitz
0f026c7766 AGI: Add different window frames for Apple IIgs
Only slightly different than on PC
2016-02-03 22:25:52 +01:00
Martin Kiewitz
a9bb8c3a50 AGI: Message box mouse support 2016-02-03 08:27:44 +01:00
Martin Kiewitz
d23871fdd8 AGI: Rename WINDOWRESET to WINDOW_AUTO_CLOSE_TIMER 2016-02-03 04:17:15 +01:00
Martin Kiewitz
3eebf2eb41 AGI: Increase time delay for Apple IIgs
It seems that either Apple IIgs ran very slowly or that its
AGI interpreter didn't do the delays as on all the other platforms.
Further investigation needed
Fixes all sorts of games running now way too fast.
2016-02-03 03:49:37 +01:00
Martin Kiewitz
9a3454393b AGI: Remove unused initialized variable 2016-02-03 03:13:25 +01:00
Martin Kiewitz
cc55cb13d3 AGI: Remove _game.state, not needed anymore 2016-02-03 03:07:50 +01:00
Martin Kiewitz
34117170f2 AGI: Change cycle delay handling, seems to fix GR
Removed pollTimer()
Renamed pause() to wait()
Doing 10 msec delays instead of at least 50 msec per EventProcess
Seems to fix weird Gold Rush ingame timer issue?! bug #4147
2016-02-03 02:40:01 +01:00
Martin Kiewitz
778c1ddb69 AGI: Cycle event processing changed
processEvents() renamed to processScummVMEvents()
mainCycle() renamed to processAGIEvents()
have.key now sets up an inner loop and calls processAGIEvents()
to avoid any further cycle work processing
2016-02-03 02:21:07 +01:00
Martin Kiewitz
c2038e00d0 AGI: Call update screen in have.key for now
Some games call it in an endless loop until a key is returned
2016-02-03 01:47:26 +01:00
Martin Kiewitz
702b66a49d AGI: Make inner loop handlers consistent 2016-02-03 01:41:32 +01:00
Martin Kiewitz
8271058a45 AGI: Implement messageBox() as inner loop
Also remove _game.keypress, _game.msgBoxTicks
2016-02-03 01:32:57 +01:00
Martin Kiewitz
9fecbe58a1 AGI: Remove Gold Rush workaround, no longer needed 2016-02-03 01:03:40 +01:00
Martin Kiewitz
563d890991 AGI: Fix regression of have.key changes
original commit 8269a94bcd
Now hopefully properly implemented.
Adjusted a few more inaccuracies
(we set v19 to 0, where we shouldn't have)
2016-02-03 00:26:35 +01:00
Martin Kiewitz
920bea0fd9 AGI: add drawCharacterOnDisplay() 2016-02-02 23:27:13 +01:00
Martin Kiewitz
5f41a09701 AGI: Remove inputMode, not needed anyore 2016-02-02 23:02:50 +01:00
Martin Kiewitz
cdc6a2f3c3 AGI: test commands cleanup 2016-02-02 22:41:01 +01:00
Martin Kiewitz
8269a94bcd AGI: Use inner loop functionality for have.key
Also do it like the original interpreter did it
2016-02-02 22:26:39 +01:00
Martin Kiewitz
8a29f98c9c AGI: Don't pause in game timer while in menus
Original interpreter did not do it and we paused music/sfx,
which the original interpreter also didn't do.
Shouldn't cause issues.
2016-02-02 21:28:47 +01:00
Martin Kiewitz
5cd7ad8622 AGI: code formatting 2016-02-02 20:41:11 +01:00
Johannes Schickel
6778175f6d AGI: Fix formatting.
This mostly enforces tabs for indentation and spaces for formatting. But also
fixes spaces on empty lines, some extra/missing spaces.

astyle + manual fixup
2016-02-02 20:15:18 +01:00
Martin Kiewitz
9ad3712aa3 AGI: Add WORKAROUND comment to "render after menu"
see commit 0b75bf3721
Original AGI did not do, what we are doing now
2016-02-02 19:58:55 +01:00
Martin Kiewitz
223ce70eab AGI: Don't use status row for menu mouse trigger
Use hardcoded first line instead
In Donald Duck the status line is at line 24, but also hidden
2016-02-02 17:47:17 +01:00
Martin Kiewitz
0b75bf3721 AGI: Render after menu, when playarea starts at 0
Fixes graphics glitch for Donald Duck
2016-02-02 17:44:53 +01:00
Martin Kiewitz
05a5fc1b65 AGI: mouse support for menu 2016-02-02 17:28:58 +01:00
Martin Kiewitz
5acce8276e AGI: changed debug msg VGA font -> PC BIOS font 2016-02-02 11:04:08 +01:00
Martin Kiewitz
2a4a290d31 AGI: change how menus are triggered on Non-PC 2016-02-01 19:08:22 +01:00
Martin Kiewitz
9fff1686fc AGI: Pass vm pointer directly to commands
No functional change
2016-02-01 16:37:28 +01:00
Martin Kiewitz
839ac0a6a4 AGI: Rename _game.lognum to _game.curLogicNr
Also a bit of cleanup
2016-02-01 16:21:13 +01:00
Martin Kiewitz
264222ec29 AGI: Change _game.exitAllLogics to boolean 2016-02-01 16:15:07 +01:00
Martin Kiewitz
6749f22981 AGI: Remove _game.hasPrompt, no longer needed 2016-02-01 16:13:19 +01:00
Martin Kiewitz
f86d68d214 AGI: Remove old clockEnabled boolean
No longer needed
We use ScummVM system total play time functionality instead
2016-02-01 15:54:32 +01:00
Martin Kiewitz
896bf83ddc AGI: Fix pause command effectively freezing game
In game timer wasn't resumed, which caused no more cycles to
get executed.
2016-02-01 15:52:18 +01:00
Martin Kiewitz
14f338e2dd AGI: Revert revert the keyboard handling changes
It seems the issues on AmigaOS aren't actually caused by the new
code. Reverting the revert.
2016-02-01 15:02:52 +01:00
Martin Kiewitz
cf5133742c AGI: Improve original save/load menus
Description is trimmed for the verify window, width is now accurate
Actual save filename is now also shown, just like in the original
Cleanup
2016-02-01 14:51:03 +01:00
Martin Kiewitz
83ad64f947 AGI: Keyboard handling change
It seems the current code causes issues on at least AmigaOS.
Changed current code to the way SCI handled it.
Needs to get investigated in detail.
Added FIXME. Also see engines/sci/event.cpp
2016-02-01 02:17:47 +01:00
Martin Kiewitz
c28e101cdb AGI: implement predictive dialog 2016-02-01 01:34:36 +01:00
Martin Kiewitz
60cd621b74 AGI: fix warnings 2016-01-31 23:13:19 +01:00
Eugene Sandulenko
bd27eeb04b AGI: Remove unused variable 2016-01-31 22:46:53 +01:00
Willem Jan Palenstijn
38f5988390 AGI: Fix warning 2016-01-31 22:42:09 +01:00
Martin Kiewitz
f2fb921f84 AGI: vol system setting gets sent to scripts
Volume changes in ScummVM system menu now gets sent to scripts
as well.
2016-01-31 22:25:35 +01:00
Martin Kiewitz
a9b25b53d7 AGI: properly implement volume control + sync
Original code did assume that AGI volume level is 0-15
(0 for silence, 15 for maximum volume). It actually is the
other way. 0 is maximum, 15 is silence.
Fixed that. Also implemented sync with ScummVM settings dialog.
In case "mute" is enabled by the user, any volume changes done by
scripts are ignored.
Fixes Manhunter 1 Apple IIgs not getting sound anymore since the
VM Var cleanup (the script volume change by the scripts didn't
reach us before)
2016-01-31 22:14:35 +01:00
Martin Kiewitz
fd9c46831d AGI: remove timer hack, implement in game timer
in game timer is now updated, when scripts read in game timer
VM variables and during main loop. ScummVM total play time feature
is used for it. Game cycle syncing is done at the same time.
2016-01-31 20:53:36 +01:00
Martin Kiewitz
9acbe6f3f4 AGI: adjust getFlag(), setVar() and getVar() 2016-01-31 19:00:32 +01:00
Martin Kiewitz
4bc01ab7d5 AGI: getflag/setflag/etc. cleanup
renamed getflag() to getFlag()
renamed setflag() to setFlag()
renamed flipflag() to flipFlag()
preagi: renamed setFlag for this engine to setWinnieFlag
2016-01-31 17:56:53 +01:00
Martin Kiewitz
82b958f274 AGI: VM Var code cleanup
Don't access variables directly, but through method
Shouldn't include any functional differences
Also changed several hardcoded values to the corresponding enums.
2016-01-31 17:35:13 +01:00
Martin Kiewitz
1548f2cebf AGI: revert "motion type check in objectstop AGI3"
Caused issues with mouse support (that AGI on DOS never had).
e.g. KQ1/KQ2 on end of mouse click move Graham automatically falls
into water.

The check was added in AGI3 only, but maybe non-DOS interpreters
had it before. Or maybe mouse support was actually implemented
differently. Needs more investigating.
2016-01-31 14:49:52 +01:00
Martin Kiewitz
121415ef1f AGI: rename VGA font to PC BIOS font
probably more accurate
2016-01-31 14:14:33 +01:00
Martin Kiewitz
143fb9458f AGI: added/improved font debug output 2016-01-31 13:58:10 +01:00
Martin Kiewitz
8115145e4b AGI: hardcoded value replaced with VM_VAR_SECONDS 2016-01-31 13:50:37 +01:00
Martin Kiewitz
6baadff8d3 AGI: font cleanup
We now only offer the original VGA font (a few characters
were modified) and overwrite the extended set range with a
Russian set, when needed.
2016-01-31 13:49:42 +01:00
Martin Kiewitz
83495eab28 AGI: change key -> direction handling
After the VM Var 6 <-> ego direction change, this is required
Also our original behavior was inaccurate in that part as well.
2016-01-31 01:52:00 +01:00
Martin Kiewitz
4afda5bbea AGI: motion type check in objectstop was AGI3 only
verified via disassembly
2016-01-31 01:24:09 +01:00
Martin Kiewitz
428df3e6cb AGI: copying between var + ego screen obj fixed
We copied the wrong way see cycle.cpp
This fixes the fan game 13th disciple. bug #3563
Also cleanup
playercontrol variable is now a boolean
2016-01-31 01:04:53 +01:00
Martin Kiewitz
26cb39beee AGI: Ego motion type change on newroom only agi3
Ego motion type change on newRoom() was only done for AGI3
2016-01-30 23:54:41 +01:00
Martin Kiewitz
cb3b5d5e31 AGI: fix agi256 view decompression
+ add extra security checks
2016-01-30 23:08:19 +01:00
Martin Kiewitz
98730cb962 AGI: Fix some word parsing issues
- Keep a non-lowercased user input copy for copying out words
- Check for user input word end after matching a dictionary word
- Fix detection of "a" and "i" words
2016-01-30 03:13:17 +01:00
Martin Kiewitz
72f0d012c6 AGI: fix keyboard input code for keycodes
Reset key, when no valid .ascii was received.
2016-01-30 02:43:08 +01:00
Martin Kiewitz
125cec693f AGI: do not allow load/save while in inner loop
load/saving via ScummVM menu

Mixed up mother goose has an endless script loop, when no user name
was entered, which means restoring while in there would result
in us staying in the inner loop until the user entered something
2016-01-30 02:29:52 +01:00
Martin Kiewitz
243c861264 AGI: fix F7-F10 keys 2016-01-30 01:56:25 +01:00
Martin Kiewitz
bd59851300 AGI: fix amiga mouse cursor comment 2016-01-30 00:14:29 +01:00
Martin Kiewitz
e8791ac979 AGI: add hack to make numpad cursor keys work
should probably get fixed at some point in backend
2016-01-29 22:49:24 +01:00
Martin Kiewitz
855059ca05 AGI: font loader support for Atari ST font 2016-01-29 21:13:33 +01:00
Martin Kiewitz
72161adf1c AGI: overwrite save restore dialog font character
Overwrite it, to make sure that original save/restore dialogs
look properly.
2016-01-29 17:14:49 +01:00
Martin Kiewitz
614884ed39 AGI: support for user-supplied font-file
agi-font-atarist.bin -> used for platform Atari ST
agi-font-amiga.bin -> used for platform Amiga
agi-font-dos.bin -> used for platform DOS
agi-font-fanmade.bin -> used for fan-made games

That way users can get a more accurate font.
2016-01-29 16:43:15 +01:00
Martin Kiewitz
0c2de08155 AGI: new font class created
moved font stuff into GfxFont class
removed Mickey Mouse font data (is loaded from mickey.exe)
2016-01-29 16:18:31 +01:00
Martin Kiewitz
0f15ec2ce8 AGI: use Common::RenderMode instead of its own
AppleIIgs + Atari ST weren't available back then in the enum.
They now are, so I can use the Common one.
2016-01-29 15:43:45 +01:00
Martin Kiewitz
41620c95cc AGI: remove commented out code from CmdSetSimple()
should have been removed already.
2016-01-29 15:28:17 +01:00
Martin Kiewitz
5f43f07947 AGI: font.h / change comment to use unix slashes 2016-01-29 15:15:18 +01:00
Martin Kiewitz
a560f7ad01 AGI: improve checkPosition() code, remove while(0) 2016-01-29 15:11:07 +01:00
Martin Kiewitz
1987b4b4e5 AGI: remove commented out code in console.cpp 2016-01-29 15:10:17 +01:00
Martin Kiewitz
1a5bef2302 AGI: remove initGraphics comment 2016-01-29 14:23:33 +01:00
Martin Kiewitz
df845be116 AGI: added/changed font warnings 2016-01-29 14:07:48 +01:00
Martin Kiewitz
ccfd870c81 AGI: adjust mouse pos using render start Y
instead of having it hardcoded.
2016-01-29 14:03:47 +01:00
Martin Kiewitz
8a595e7771 AGI: graphics rewrite + cleanup
- graphics code fully rewritten
- Apple IIgs font support
- Amiga Topaz support
- Word parser rewritten
- menu code rewritten
- removed forced 2 second delay on all room changes
  replaced with heuristic to detect situations, where it's required
- lots of naming cleanup
- new console commands show_map, screenobj, vmvars and vmflags
- all sorts of hacks/workarounds removed
- added SCI wait mouse cursor
- added Apple IIgs mouse cursor
- added Atari ST mouse cursor
- added Amiga/Apple IIgs transition
- added Atari ST transition
- user can select another render mode and
  use Apple IIgs palette + transition for PC versions
- inventory screen rewritten
- SetSimple command now properly implemented
- PreAGI Mickey: Sierra logo now shown
- saved games: now saving controller key mapping
  also saving automatic save data (SetSimple command)
- fixed invalid memory access when saving games (31 bytes were saved
  using Common::String c_ptr()

Special Thanks to:
- fuzzie for helping out with the Apple IIgs font + valgrind
- eriktorbjorn for helping out with valgrind
- LordHoto for figuring out the code, that caused invalid memory
  access in the original code, when saving a game
- sev for help out with reversing the Amiga transition

currently missing:
- mouse support for menu
- mouse support for system dialogs
- predictive dialog support
2016-01-29 13:22:22 +01:00
Martin Kiewitz
2eecbe68fa AGI: Apple IIgs: remove warning about bad sample size 2016-01-27 21:18:45 +01:00
Martin Kiewitz
a85350aa3f AGI: fix invalid memory access in Apple IIgs sound
fixes crash in Manhunter 1, when looking at corpse right at the
start. Sound resource is actually corrupt (missing bytes).
2016-01-27 21:04:02 +01:00
Johannes Schickel
dcc811be20 AGI: Only request actual save slots in listSaves. 2016-01-26 16:35:30 +01:00
Johannes Schickel
29ade784e4 AGI: Give a nicer error message on invalid render mode. 2016-01-21 23:41:30 +01:00
Martin Kiewitz
19a5265647 AGI: fix Apple IIgs sound invalid memory access
check curInstrument pointer inside midiNoteOff
also improving readability a bit by cleanup
2016-01-19 21:02:56 +01:00
Martin Kiewitz
50f3085c99 AGI: reverse Apple IIgs stereo cleanup 2016-01-19 03:46:29 +01:00
Martin Kiewitz
05fb12eb63 AGI: reverse stereo for Apple IIgs + cleanup
According to Apple IIgs emulator and recorded music on Apple IIgs,
it seems that stereo was reversed. Melody in games seems to be
playing on left channel and not on the right one.
2016-01-19 03:19:13 +01:00
Martin Kiewitz
1084c22a78 AGI: fix Apple IIgs sound code + cleanup
fixes several crash possibilities
including uninitialized .chn
2016-01-18 21:52:48 +01:00
Johannes Schickel
c1cfcea39a AGI: Remove superflous default value registration for extra GUI options. 2015-12-28 00:14:11 +01:00
Torbjörn Andersson
93f631e3fe AGI: Remove unused variable 2015-12-06 17:17:19 +01:00
Eugene Sandulenko
e215a75e7b AGI: stub for AGI1 newRoom() 2015-12-05 08:03:36 +01:00
Eugene Sandulenko
34a1d7aaaa AGI: Improve debug output 2015-11-28 00:06:47 +01:00
Eugene Sandulenko
8f3d528b7e AGI: Better pointer checking 2015-11-27 22:49:18 +01:00
Eugene Sandulenko
a92ecf7b53 AGI: Removed excess check 2015-11-27 22:34:26 +01:00
Martin Kiewitz
f840eaf736 AGI: add new debug command "version"
Tries to figure out the game version
It does this by scanning through all game scripts
Sadly there is no better way, because there is no common
location of the game version
2015-11-23 22:51:21 +01:00
Matthew Hoops
8a0725238e AGI: Add detection for the fangame 'The Gourd of the Beans' 2015-07-26 19:13:14 -04:00
Max Horn
fad3b425b9 AGI: Disable unused palettes for compilation 2015-07-19 17:13:38 +02:00
Kirben
b6995c5bd3 AGI: Enable sound by default in Mickey's Space Adventure. 2015-07-19 19:51:46 +10:00
Martin Kiewitz
a709596b48 AGI: implement original sierra font, fix bug #6405
custom font is still used for fanmade games
i cannot test preAGI games, because I don't own
those.
2015-05-19 12:39:39 +02:00
Martin Kiewitz
b39b15485b AGI: mouse support cleanup 2015-05-15 05:10:08 +02:00
Martin Kiewitz
e339cd66c1 AGI: implement engine option to disable mouse
engine option gets disabled for all Amiga games
also disabled for certain fanmade games, which
require a mouse.
defaults to enabled mouse

Engine options are not shown for previously
detected games until those games get redetected
If there is a way to handle those cases, please
fix.
2015-05-15 04:09:55 +02:00
Thierry Crozat
fc2ac47eab AGI: Remove dead code in PCjr code
I forgot to remove that code in commit 0cb0a09 when I removed the
line that preceded it.
2015-05-11 20:15:03 +01:00
Thierry Crozat
0cb0a09c02 AGI: Change the way the mixer volume is handled in the PCjr player
Instead of factoring the volume into the tone attenuation it now scales
the volume table. This way it still uses the full table when playing
at a low volume and therefore keeps the 16 attenuation levels.

Also use kMusicSoundType instead of kSFXSoundType to be coherent with what
the MIDI output is doing (volume for both music and SFX is controlled by
the Music volume slider).
2015-05-10 16:14:55 +01:00
Thierry Crozat
830f8c42f5 AGI: Fix PCjr dissolve method used for early versions
This was a regression from ceb2909.
2015-05-10 16:02:33 +01:00
Thierry Crozat
65ed7e775e AGI: Fix bug with music/SFX volume in PCjr
A higher volume in the GUI resulted in a lower music volume (and
lower volume in the GUI resulted in higher music volume).
2015-05-10 15:39:00 +01:00
Thierry Crozat
8e4c672d38 AGI: Use correct volume for PCjr output
This looks like a regression from commit 24bb5da: AGI: Add a layer of
abstraction between the sound chip and the two players
2015-05-10 15:38:54 +01:00
Pino Toscano
f29b3658b0 AGI: use shorter sizes for buffers
Instead of allocate them with MAXPATHLEN as size, just give them the
size for the data that are going to be written on them.
2014-12-22 23:10:31 +01:00
Pino Toscano
cfd00ad6af AGI: use Common::String::format when possible
Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer.
2014-12-22 23:10:31 +01:00
Filippos Karapetis
b3e45ccc68 AGI: Disable/remove unused code
This is code that isn't used currently. Thanks to fingolfin for
pointing out these parts of the code
2014-12-07 15:33:11 +02:00
Filippos Karapetis
6ec077e1b9 AGI: Set the correct palette to use for each Amiga game
The Amiga palettes were added in 16529e58e6, but were never used.
A new game-specific option has been added for the old Amiga palette
2014-12-07 14:40:53 +02:00
Johannes Schickel
ae4ffe01f0 ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd. 2014-05-27 02:04:08 +02:00
Johannes Schickel
daa8d57a86 ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf. 2014-05-27 02:04:07 +02:00
JenniBee
0b3c9b5dbe AGI: Add md5 for fangame Toby's World (Demo). 2014-03-19 00:37:06 +00:00
Johannes Schickel
6aac905dfd AGI: Make GPL headers consistent in themselves. 2014-02-18 02:39:32 +01:00
D G Turner
ef85456859 BUILD: Remove need for engine.mk in each engine directory.
Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
2013-11-24 00:48:01 +00:00
D G Turner
1ac01d2333 BUILD: Remove need for engine-plugin.h in engines.
This is now generated automatically by the configure script from the
engine directory names.
2013-11-24 00:48:01 +00:00
D G Turner
00c27a28f9 BUILD: Split engines/plugins_table header down to a file per engine.
This is the third and final commit enabling fully pluggable engines.

Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
2013-11-24 00:48:01 +00:00
D G Turner
d77cf95a18 BUILD: Split engines.mk down to a single file per engine.
This is the second part of allowing engines to be added dynamically.
Each folder in engines/ which must contain a file named "engine.mk"
containing the make definitions for that engine.
2013-11-24 00:48:01 +00:00
D G Turner
aa947c9474 BUILD: Split configure.engines down to a single file per engine.
This is the first part of allowing engines to be added dynamically.
They are placed into a folder in engines/ which must contain a file
named "configure.engine" to add the engine, which is pulled into the
top level configure script automatically.
2013-11-24 00:45:38 +00:00
Einar Johan Trøan Sømåen
1e6a37394f Merge pull request #396 from JenniBee/md5s
Adding detection for more fan games
2013-11-07 23:10:04 -08:00
Eugene Sandulenko
1fd58f7f2e AGI: Fix bad buffer overrun. CID 1004029 2013-10-08 00:11:18 +03:00
Eugene Sandulenko
8109ffd253 AGI: Fix potential buffer overrun. CID 1004028 2013-10-07 23:13:30 +03:00
Eugene Sandulenko
dcad1cfb55 AGI: Fix buffer overrun. CID 1004033 2013-10-07 23:07:25 +03:00
Eugene Sandulenko
aac0924b0e AGI: Fix buffer overrun. CID 1004030 2013-10-07 23:05:43 +03:00
Willem Jan Palenstijn
b1a7492da8 AGI: Skip words starting with digits that are filed under 'a' in the dictionary.
The fan game SQ0 does this (for '7up', among others), and this caused us
to skip all words starting with an 'a'. Bug #3615061.
2013-10-01 19:58:51 +02:00
JenniBee
8aae164c16 AGI: Adding detection for the Ultimate AGI Fangame Demo. 2013-09-19 01:19:38 -04:00
Johannes Schickel
01dea8bd67 Merge pull request #378 from lordhoto/pluggable-engines-translations
RFC: Pluggable Engines: I18N: Move specification of engine specific files to enginedir/POTFILES
2013-09-12 15:38:13 -07:00
JenniBee
2315327d3f AGI: Adding detection for original AGI Tetris by Peter Kelly. 2013-08-19 09:35:05 -04:00
Johannes Schickel
378387c903 I18N: Move specification of engine specific files to enginedir/POTFILES.
This allows to keep the engines to specfiy the files for translation close to
the engine sources itself.

Thanks to criezy for his suggestion on this approach.
2013-08-12 17:54:31 +02:00
Eugene Sandulenko
8cdca523ea AGI: Mark fall-through. Detected by CID 1003771 2013-07-15 12:00:10 +03:00
Eugene Sandulenko
e809ebb904 AGI: Fix CID 1003768. Missing break in switch 2013-07-15 11:59:59 +03:00
Eugene Sandulenko
ce057f896f AGI: Fix CID 1003769. Missing break in switch 2013-07-15 11:54:26 +03:00
Sven Hesse
989ea7cb56 JANITORIAL: Remove trailing whitespace 2013-07-14 19:01:47 +02:00
Willem Jan Palenstijn
c9f0e8149d ALL: Fix typo (succesful -> successful)
Thanks to 'onlyjob' on pull request #337 for pointing out an instance of this.
2013-06-06 16:45:59 +02:00
Filippos Karapetis
5fadff59f9 AGI: Fix bug #3600733 - "AGI FANMADE: function slowing down game"
We now only test for events in testKeypressed() without updating the
game cycle at all (NAGI doesn't update the game cycle either). This
fixes the slowdowns in some animations where have.key() is issued,
like Manannan's lightnings in the intro of KQ3 and the bullets in the
intro of PQ1
2013-05-11 17:09:59 +03:00
Filippos Karapetis
c75480bf2f AGI: Remove obsolete TODO
We now set the play time - commit 5e10737015
2013-05-11 17:09:58 +03:00