.. |
smush
|
compilation fix
|
2003-04-30 11:34:05 +00:00 |
.cvsignore
|
fixed the 'intelligent' GCC build rules; added .cvsignore files
|
2002-08-21 16:28:19 +00:00 |
actor.cpp
|
cleanup; small fix for GF_OLD256 games; also the head hack for indy3 is not needed anymore
|
2003-04-22 18:57:10 +00:00 |
actor.h
|
Pedantic stats-boosting typo fix :)
|
2003-04-20 17:11:13 +00:00 |
akos.cpp
|
cleanup
|
2003-03-28 23:08:36 +00:00 |
akos.h
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
base-costume.h
|
fixed actor positions in Indy3EGA
|
2003-04-23 08:26:54 +00:00 |
boxes.cpp
|
use READ_LE_UINT16 instead of FROM_LE_16 to avoid unaligned memory access problems on PalmOS
|
2003-04-30 12:57:46 +00:00 |
boxes.h
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
bundle.cpp
|
Patch #712493: CMI: Object line
|
2003-04-07 16:04:30 +00:00 |
bundle.h
|
changed voice buffer allocation to needed size
|
2003-03-07 07:49:10 +00:00 |
charset.cpp
|
patch #730034 from erik, EGA LOOM: Small text shadow update
|
2003-04-30 10:27:06 +00:00 |
charset.h
|
drop shadow cleanup
|
2003-04-27 18:49:27 +00:00 |
costume.cpp
|
fixed warning under VC6
|
2003-04-25 04:30:49 +00:00 |
costume.h
|
some fixes for the indy3ega (and other OLD_BUNDLE?) costumes; still don't display right, but base offsets are correct now: costume data is valid and identical in indy3ega and indy3 (256); and you actually see Indy running over the train in the intro (but, uhm... buggy :-)
|
2003-04-22 20:48:53 +00:00 |
debug.cpp
|
Tip: If your going to call a member function of a pointer to an object... do it BEFORE you delete the pointer :)
|
2002-12-16 03:25:51 +00:00 |
debug.h
|
debugger can now use the console (experimental, and thus disabled by default)
|
2002-12-15 00:39:33 +00:00 |
debugger.cpp
|
pedantic checks
|
2003-04-28 13:16:37 +00:00 |
debugger.h
|
add importres and script starting functionality to the debugger
|
2003-04-25 02:53:35 +00:00 |
debugrl.cpp
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
debugrl.h
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
dialogs.cpp
|
PalmOS changes
|
2003-04-30 13:23:31 +00:00 |
dialogs.h
|
added some meat to the global options dialog (no prefs are stored yet, though)
|
2003-03-25 15:32:36 +00:00 |
gfx.cpp
|
PalmOS changes
|
2003-04-30 13:23:31 +00:00 |
gfx.h
|
added gfx bitmap and zbuffer codec for v2 games
|
2003-04-30 05:48:55 +00:00 |
imuse_digi.cpp
|
PalmOS changes
|
2003-04-30 13:23:31 +00:00 |
imuse_digi.h
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
imuse.cpp
|
PalmOS changes
|
2003-04-30 13:23:31 +00:00 |
imuse.h
|
cleanup
|
2003-03-23 13:14:54 +00:00 |
instrument.cpp
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
instrument.h
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
intern.h
|
cleanup
|
2003-04-30 11:15:11 +00:00 |
module.mk
|
added initial v2 opcode table
|
2003-04-20 16:04:50 +00:00 |
nut_renderer.cpp
|
Patch 713149: Fix OOB access
|
2003-04-01 15:32:17 +00:00 |
nut_renderer.h
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
object.cpp
|
ooops, seems the 1 -> 16 changed caused a regression in Zak256 (and I bet in Indy3VGA, too). Reverting this change partially. If anybody experiences problem selecting certain objects in other GF_SMALL_HEADER, tell me
|
2003-04-28 18:28:43 +00:00 |
object.h
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
resource_v2.cpp
|
fixed building object tables (now I understand)
|
2003-04-20 21:09:43 +00:00 |
resource_v3.cpp
|
unified Zak256 charset code with the rest; this *might* cause a regression should anywhere in Zak256 a charset > 1 be set; if so, tell me where exactly, and I can try to figure out a proper fix
|
2003-04-29 10:26:35 +00:00 |
resource_v4.cpp
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
resource.cpp
|
PalmOS changes
|
2003-04-30 13:23:31 +00:00 |
resource.h
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
saveload.cpp
|
PalmOS changes
|
2003-04-30 13:23:31 +00:00 |
saveload.h
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
script_v2.cpp
|
cleanup
|
2003-04-30 11:15:11 +00:00 |
script_v5.cpp
|
cleanup
|
2003-04-30 11:15:11 +00:00 |
script_v6.cpp
|
PalmOS changes
|
2003-04-30 13:23:31 +00:00 |
script_v8.cpp
|
drop shadow cleanup
|
2003-04-27 18:49:27 +00:00 |
script.cpp
|
PalmOS changes
|
2003-04-30 13:23:31 +00:00 |
scumm.h
|
PalmOS changes
|
2003-04-30 13:23:31 +00:00 |
scummvm.cpp
|
PalmOS changes
|
2003-04-30 13:23:31 +00:00 |
sound.cpp
|
PalmOS changes
|
2003-04-30 13:23:31 +00:00 |
sound.h
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
string.cpp
|
unified Zak256 charset code with the rest; this *might* cause a regression should anywhere in Zak256 a charset > 1 be set; if so, tell me where exactly, and I can try to figure out a proper fix
|
2003-04-29 10:26:35 +00:00 |
usage_bits.cpp
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
usage_bits.h
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |
vars.cpp
|
cleanup
|
2003-04-30 11:15:11 +00:00 |
verbs.cpp
|
fixed LoomEGA distaff (you'll need to start a new game); added FIXME comment
|
2003-04-29 01:38:10 +00:00 |
verbs.h
|
updated copyrights headers
|
2003-03-06 21:46:56 +00:00 |