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This employs a "lazy" approach: the "format" for the credits stays exactly as it was, i.e., perl code. Of course one may want to change this to another format (e.g. YAML, JSON, XML; or also shell script or AWK, like `configure.engine` uses). But I deliberately kept it simple, to get a minimal change that is easy to verify. Any further changes to e.g. the format can be layered atop this. |
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.. | ||
animseq.cpp | ||
animseq.h | ||
configure.engine | ||
credits.pl | ||
debugger.cpp | ||
debugger.h | ||
decode.cpp | ||
decode.h | ||
detection.cpp | ||
detection.h | ||
disk.cpp | ||
disk.h | ||
events.cpp | ||
events.h | ||
fights.cpp | ||
fights.h | ||
game.cpp | ||
game.h | ||
hotspots.cpp | ||
hotspots.h | ||
intro.cpp | ||
intro.h | ||
lure.cpp | ||
lure.h | ||
luredefs.h | ||
memory.cpp | ||
memory.h | ||
menu.cpp | ||
menu.h | ||
metaengine.cpp | ||
module.mk | ||
palette.cpp | ||
palette.h | ||
POTFILES | ||
res_struct.cpp | ||
res_struct.h | ||
res.cpp | ||
res.h | ||
room.cpp | ||
room.h | ||
screen.cpp | ||
screen.h | ||
scripts.cpp | ||
scripts.h | ||
sound.cpp | ||
sound.h | ||
strings.cpp | ||
strings.h | ||
surface.cpp | ||
surface.h |