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
Matthew Hoops
0031c41db8
COMMON: Change kPlatformPC to kPlatformDOS
...
"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
2013-05-02 18:43:10 -04:00
Eugene Sandulenko
eddf8cba93
AGI: Fix unitialized variables. CID 1002922
2013-05-02 14:17:46 +03:00