scummvm/scumm
2003-07-14 18:20:20 +00:00
..
smush increased SmushMixer stream size to 500K, this seems to help in Fullthrottle. Apparently, audio data is streamed faster than it's played, and in at least one case there's ~500KB being stream in quick successions (many packets, each 16KB), which is why 100K are not sufficient 2003-07-06 01:41:34 +00:00
.cvsignore fixed the 'intelligent' GCC build rules; added .cvsignore files 2002-08-21 16:28:19 +00:00
actor.cpp debug/warning/error all automatically output a newline 2003-07-13 16:22:17 +00:00
actor.h removed #include "boxes.h" from scumm.h; cleaned up AdjustBoxResult definition & usage; properly deal with larger box distances, thus partially fixing Zak on the airport (but original seems to have used a very different algorithm, so this really is only a partial fix) 2003-07-02 13:47:03 +00:00
akos.cpp Moved out akos_compare (no reason for it to be member of class Scumm) 2003-06-26 22:50:01 +00:00
akos.h made scale table const again; some cleanup in setupBompScale 2003-06-19 16:03:12 +00:00
base-costume.cpp C64 costumes work now enough to be recognizable 2003-07-13 10:35:05 +00:00
base-costume.h move V1_ignorePakCols to CostumeRenderer (it makes absolutely no sense to keep it in BaseCostumeRenderer), and renamed it to c64_ignorePakCols to avoid confusion (V1 in the context of costumes means the original costume format, as opposed to AKOS; and *not* the scumm version); added FIXME to cost_decodeData (have my doubts about it being correct) 2003-07-08 10:49:13 +00:00
bomp.cpp the _bompBitsTable really tells the number of 1 bits in a given byte 2003-06-19 17:50:18 +00:00
bomp.h cleanup / added comments / code unification 2003-06-01 13:09:30 +00:00
boxes.cpp workaround for bug #770351 2003-07-13 19:50:35 +00:00
boxes.h removed #include "boxes.h" from scumm.h; cleaned up AdjustBoxResult definition & usage; properly deal with larger box distances, thus partially fixing Zak on the airport (but original seems to have used a very different algorithm, so this really is only a partial fix) 2003-07-02 13:47:03 +00:00
bundle.cpp cleanup 2003-06-27 00:10:17 +00:00
bundle.h cleanup 2003-06-27 00:10:17 +00:00
camera.cpp only move charset mask upon scrolling if tex is displayed in the game graphics, but not for games which have a seperate text display area (partial fix for bug #766109) 2003-07-07 22:17:20 +00:00
charset.cpp debug/warning/error all automatically output a newline 2003-07-13 16:22:17 +00:00
charset.h correct shadow color in Zak256 2003-06-26 21:41:53 +00:00
costume.cpp reduce code duplication; theoretical masking implementation for C64 costumes, can't test since masking is disabled in gfx.cpp for C64/V1 games 2003-07-13 11:13:50 +00:00
costume.h again some code transformation (no functionality change; the V1 specific modifications now mostly have to be done in one spot, and it's now pretty obvious how things evolved towards AKOS 2003-07-08 16:31:01 +00:00
debugger.cpp fix argument check 2003-07-14 12:48:46 +00:00
debugger.h added box matrix debug command 2003-05-31 14:32:35 +00:00
dialogs.cpp fix for bug #766119: help screen: '.' is listed incorrectly 2003-07-07 22:33:07 +00:00
dialogs.h fix for bug #766119: help screen: '.' is listed incorrectly 2003-07-07 22:33:07 +00:00
gfx.cpp Split the v1 palette, since there is a minor difference. 2003-07-14 06:44:47 +00:00
gfx.h added initial form of v1 costume codec (NOT WORKING, i think) 2003-06-19 10:45:21 +00:00
help.cpp fix for bug #766119: help screen: '.' is listed incorrectly 2003-07-07 22:33:07 +00:00
help.h fix for bug #766119: help screen: '.' is listed incorrectly 2003-07-07 22:33:07 +00:00
imuse_digi.cpp debug/warning/error all automatically output a newline 2003-07-13 16:22:17 +00:00
imuse_digi.h lots of mixer cleanup / refactoring / reengineering 2003-06-21 23:29:34 +00:00
imuse_internal.h Some last SysEx cleanup. 2003-06-01 04:05:13 +00:00
imuse_player.cpp sync implementation with interface 2003-06-27 19:31:36 +00:00
imuse.cpp Fix for bug [761637] FOA: Music problems in endgame/credits. 2003-07-07 05:45:55 +00:00
imuse.h updated code to use type MutexRef; added class StackLock (from sdl backend, now in util.*) 2003-07-05 15:19:11 +00:00
instrument.cpp const 2003-07-03 23:44:28 +00:00
instrument.h fixed two leaks 2003-07-04 13:16:48 +00:00
intern.h fixes for cutscenes in V2 games 2003-07-12 22:00:59 +00:00
module.mk Patch #745843: Help Dialog; in addition, I moved the 'About' dialog button from the options dialog to the main save/load dialog and enlarged & rearranged that dialog 2003-06-14 21:18:14 +00:00
nut_renderer.cpp follow our coding conventions 2003-06-07 00:49:36 +00:00
nut_renderer.h fixed warning regarding overloaded virtual methods 2003-07-04 11:19:25 +00:00
object.cpp this FIXME is obsoleted by my recent fix for getMaskFromBox 2003-06-30 22:22:04 +00:00
object.h const as const can! 2003-05-28 20:01:47 +00:00
player_v2.cpp cleanup 2003-06-27 00:10:17 +00:00
player_v2.h updated code to use type MutexRef; added class StackLock (from sdl backend, now in util.*) 2003-07-05 15:19:11 +00:00
resource_v2.cpp replaced GF_AFTER with _version 2003-06-07 00:13:26 +00:00
resource_v3.cpp don't use _gameDataPath directly; minor cleanup 2003-05-24 22:13:01 +00:00
resource_v4.cpp updated copyrights headers 2003-03-06 21:46:56 +00:00
resource.cpp debug/warning/error all automatically output a newline 2003-07-13 16:22:17 +00:00
resource.h added ResourceIterator, replacing two of the old findResource/findResourceSmall function - contraty to those, this approach is thread safe 2003-06-26 00:47:39 +00:00
saveload.cpp Redraw screen when loading v1 saved game 2003-07-14 07:26:57 +00:00
saveload.h moved GameId declaration to common/engine.h (more logical); moved scumm specific stuff from gameDetector.h to scumm.h; cleaned up some #includes (ideally, never #include something in a header file if you can avoid it - this cuts down interdepencies) 2003-06-15 01:42:19 +00:00
script_v2.cpp proper fix for V1/Zak (and maybe V1/MM, too?) ActorSet-Color 2003-07-14 18:20:20 +00:00
script_v5.cpp debug/warning/error all automatically output a newline 2003-07-13 16:22:17 +00:00
script_v6.cpp debug/warning/error all automatically output a newline 2003-07-13 16:22:17 +00:00
script_v8.cpp debug/warning/error all automatically output a newline 2003-07-13 16:22:17 +00:00
script.cpp run script 5 in startScene (room transition script, it seems); don't invoke runInputScript(4) - it is not needed (runInputScript will be called by checkExecVerbs), and causes the buggy 'What is' command behavior); fixed V2 sentence line 2003-07-12 21:28:04 +00:00
scumm.h Split the v1 palette, since there is a minor difference. 2003-07-14 06:44:47 +00:00
scummvm.cpp this hack isn't necessary anymore (at least I found no cases where it would be needed) 2003-07-14 17:36:27 +00:00
sound.cpp zak v1 uses same sound resources as zak v2 2003-07-14 08:42:02 +00:00
sound.h partially implemented the Audio CD query opcode in Zak256 (see bug #762589); cleanup 2003-06-30 23:18:20 +00:00
string.cpp fix for bug #770344 (INDY3EGA: Amiga - Biff's name not shown in fight); this fix is not only needed for IndyEGA, but also for Loom (according to disassembly; I am guessing that it might be needed for all 'V3' (in our internal notation) games, but that remains to be verified 2003-07-13 20:03:18 +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 runHook -> runInventoryScript, VAR_HOOK_SCRIPT -> VAR_INVENTORY_SCRIPT 2003-06-14 12:23:30 +00:00
verbs.cpp Inventory position is the same in both v1 and v2 games 2003-07-14 09:30:29 +00:00
verbs.h some more ScummVM::Rect 2003-05-15 22:36:43 +00:00