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smush
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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)
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2003-06-15 01:42:19 +00:00 |
.cvsignore
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actor.cpp
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renamed _bcr -> _costumeRenderer
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2003-06-14 13:38:22 +00:00 |
actor.h
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init actor things to make valgrind happy
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2003-06-14 13:49:47 +00:00 |
akos.cpp
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Comitted the partial (but seemintly good enough) actorHit implementation
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2003-06-16 15:11:24 +00:00 |
akos.h
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Comitted the partial (but seemintly good enough) actorHit implementation
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2003-06-16 15:11:24 +00:00 |
base-costume.cpp
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Fxi win32 compile
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2003-05-29 10:43:57 +00:00 |
base-costume.h
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converted from struc to class and added a function to update _numStrips, needed since we don't reinstantiate BCR all the time anymore
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2003-06-05 02:46:08 +00:00 |
bomp.cpp
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follow our coding conventions
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2003-06-07 00:49:36 +00:00 |
bomp.h
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cleanup / added comments / code unification
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2003-06-01 13:09:30 +00:00 |
boxes.cpp
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The compressed box matrix would sometimes refer to the box after the last
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2003-06-12 06:53:05 +00:00 |
boxes.h
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bundle.cpp
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fixed leaks
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2003-06-15 00:31:58 +00:00 |
bundle.h
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fixed bug #739560: COMI: crash at start of part III
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2003-05-31 00:18:22 +00:00 |
camera.cpp
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runHook -> runInventoryScript, VAR_HOOK_SCRIPT -> VAR_INVENTORY_SCRIPT
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2003-06-14 12:23:30 +00:00 |
charset.cpp
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Made CharsetRendererNut::printChar() take the shadow into consideration
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2003-06-15 15:19:22 +00:00 |
charset.h
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Patch #747021: DIG&CMI 2 byte charset support (very heavily modified by me; still needs more cleanup but already works well enough)
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2003-06-04 14:37:43 +00:00 |
costume.cpp
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some changes for v1 costumes
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2003-06-07 10:44:54 +00:00 |
costume.h
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more costume cleanup. soone we should be able to merger AKOS codec1 and the old costume code
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2003-05-30 21:37:58 +00:00 |
debugger.cpp
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runHook -> runInventoryScript, VAR_HOOK_SCRIPT -> VAR_INVENTORY_SCRIPT
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2003-06-14 12:23:30 +00:00 |
debugger.h
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added box matrix debug command
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2003-05-31 14:32:35 +00:00 |
dialogs.cpp
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cleanup
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2003-06-15 01:00:43 +00:00 |
dialogs.h
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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
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2003-06-14 21:18:14 +00:00 |
gfx.cpp
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tweak ega palette a bit more
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2003-06-17 08:21:46 +00:00 |
gfx.h
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fixed almost object drawing for v1 games, (ugly hack for drawBitmap)
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2003-06-06 05:27:45 +00:00 |
help.cpp
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fixed 'quit' entry in help for Mac OS X; disabled Alt-X/Ctrl-Z on OS X (Cmd-Q is the one and only true way to quit here :-)
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2003-06-15 11:32:14 +00:00 |
help.h
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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
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2003-06-14 21:18:14 +00:00 |
imuse_digi.cpp
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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)
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2003-06-15 01:42:19 +00:00 |
imuse_digi.h
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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)
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2003-06-15 01:42:19 +00:00 |
imuse_internal.h
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Some last SysEx cleanup.
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2003-06-01 04:05:13 +00:00 |
imuse_player.cpp
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Hack to fix odd usage of the ParameterFader
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2003-06-01 19:16:34 +00:00 |
imuse.cpp
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I will add a wrapper for that (currently NULL driver)
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2003-06-17 08:50:15 +00:00 |
imuse.h
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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)
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2003-06-15 01:42:19 +00:00 |
instrument.cpp
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fix gcc compile
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2003-06-01 10:53:21 +00:00 |
instrument.h
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Added command line options for
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2003-05-17 03:06:16 +00:00 |
intern.h
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more camera spliting
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2003-05-29 23:44:24 +00:00 |
module.mk
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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
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2003-06-14 21:18:14 +00:00 |
nut_renderer.cpp
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follow our coding conventions
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2003-06-07 00:49:36 +00:00 |
nut_renderer.h
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make SmushFont inherit from NutRenderer (TODO: drawChar stuff should be unified, too)
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2003-06-07 00:33:46 +00:00 |
object.cpp
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Bypass the Maniac Mansion copy protection by making the security door stay
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2003-06-16 14:45:23 +00:00 |
object.h
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const as const can!
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2003-05-28 20:01:47 +00:00 |
player_v2.cpp
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cleanup
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2003-06-15 01:00:43 +00:00 |
player_v2.h
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cleanup
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2003-06-15 01:00:43 +00:00 |
resource_v2.cpp
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replaced GF_AFTER with _version
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2003-06-07 00:13:26 +00:00 |
resource_v3.cpp
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don't use _gameDataPath directly; minor cleanup
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2003-05-24 22:13:01 +00:00 |
resource_v4.cpp
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resource.cpp
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Patch #754151: Removed READ_*_UNALIGNED and always read stuff bytewise; augmented by some more changes of mine
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2003-06-14 18:52:30 +00:00 |
resource.h
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Patch #754151: Removed READ_*_UNALIGNED and always read stuff bytewise; augmented by some more changes of mine
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2003-06-14 18:52:30 +00:00 |
saveload.cpp
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made stuff in class Sound protected where possible; moved readCreativeVocFile to imuse_digi.cpp and turned it into a static function; put the DigitalTrackInfo stuff into sound.cpp (keeping it private); removed #includes from sound.h (this cuts down interdependencies a little)
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2003-06-15 00:54:14 +00:00 |
saveload.h
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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)
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2003-06-15 01:42:19 +00:00 |
script_v2.cpp
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runHook -> runInventoryScript, VAR_HOOK_SCRIPT -> VAR_INVENTORY_SCRIPT
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2003-06-14 12:23:30 +00:00 |
script_v5.cpp
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Patch #754151: Removed READ_*_UNALIGNED and always read stuff bytewise; augmented by some more changes of mine
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2003-06-14 18:52:30 +00:00 |
script_v6.cpp
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made stuff in class Sound protected where possible; moved readCreativeVocFile to imuse_digi.cpp and turned it into a static function; put the DigitalTrackInfo stuff into sound.cpp (keeping it private); removed #includes from sound.h (this cuts down interdependencies a little)
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2003-06-15 00:54:14 +00:00 |
script_v8.cpp
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Comitted the partial (but seemintly good enough) actorHit implementation
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2003-06-16 15:11:24 +00:00 |
script.cpp
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After some consideration, I've reverted to the old Loom bypassing scheme
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2003-06-16 11:37:08 +00:00 |
scumm.h
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Make the mouse-over hilight work again on the inventory arrows in V2 games.
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2003-06-17 07:11:58 +00:00 |
scummvm.cpp
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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)
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2003-06-15 01:42:19 +00:00 |
sound.cpp
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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)
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2003-06-15 01:42:19 +00:00 |
sound.h
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more cleanup
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2003-06-15 01:56:47 +00:00 |
string.cpp
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Format string/argument mismatch fix.
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2003-06-14 08:58:56 +00:00 |
usage_bits.cpp
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usage_bits.h
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vars.cpp
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runHook -> runInventoryScript, VAR_HOOK_SCRIPT -> VAR_INVENTORY_SCRIPT
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2003-06-14 12:23:30 +00:00 |
verbs.cpp
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Make the mouse-over hilight work again on the inventory arrows in V2 games.
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2003-06-17 07:11:58 +00:00 |
verbs.h
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