Commit Graph
70 Commits
Author SHA1 Message Date
Sven Hesse c1ec21d999 Changed tricky variable access from pointers to a new class that minds endianess.
This should fix a few regressions with BE games on LE systems and vice versa that I introduced when I changed how variables are stored (which was necessary to get Woodruff work on BE systems).

svn-id: r33014
2008-07-12 15:21:38 +00:00
Sven Hesse 8da68b2964 Script variables are now always stored in the game version's native endianess.
This should make Woodruff playable on big-endian systems.

svn-id: r32352
2008-05-28 21:15:11 +00:00
Sven Hesse 220d6ce82f Restructured sound code
svn-id: r31937
2008-05-08 00:47:23 +00:00
Paul Gilbert 6eb64102a4 Fix to remove a tab character from the GPL header
svn-id: r30238
2008-01-05 12:45:14 +00:00
Nicola Mettifogo 258901bab9 Merged common/stdafx.h into common/scummsys.h. All referencing files have been updated.
svn-id: r28966
2007-09-19 08:40:12 +00:00
Sven Hesse e802f067cd Lost in Time now (kind of) shows the title and the wobble-effect is drawn
svn-id: r28433
2007-08-03 15:18:00 +00:00
Sven Hesse 34292a6b58 Minor DataIO-cleanup
svn-id: r28349
2007-07-31 01:43:32 +00:00
Sven Hesse 872a1ea369 Fixed o1_fillRect() again
svn-id: r28209
2007-07-26 03:29:45 +00:00
Sven Hesse b644e460aa Corrected Woodruff's hotspot text positions.
svn-id: r28208
2007-07-26 03:17:54 +00:00
Sven Hesse e151167dd8 Some more safety checks and the first room's background can be seen
svn-id: r28204
2007-07-25 21:02:30 +00:00
Sven Hesse 99a707d89e Added a few safety checks. Now Woodruff shows the loading image (closely followed by a crash).
svn-id: r28203
2007-07-25 20:36:14 +00:00
Sven Hesse 09c2ea82de - Separated game type and features
- Added feature constants for a 640x480 resolution and adlib
- Added support for game with a 640x480 resolution. Woodruff now inits the screen before it segfaults

svn-id: r28185
2007-07-24 23:24:40 +00:00
Max Horn c967312d74 Explicitly mention the bug we work around (makes it a lot easier to deal with the workaround code in the future if necessary)
svn-id: r27725
2007-06-26 08:01:32 +00:00
Sven Hesse bfa84a05bf Added a workaround for bug #1726130 ("WEEN: Long delay in the intro")
svn-id: r27709
2007-06-25 16:16:34 +00:00
Max Horn 218e132e37 Updated legal headers in source files, based on what Pidgin (the IM client formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
2007-05-30 21:56:52 +00:00
Sven Hesse 8d7d61f1f6 Some more small fixes. Gob3 is completable now :)
svn-id: r26556
2007-04-21 20:13:15 +00:00
Sven Hesse bdadeb1313 Mouse button presses shouldn't repeat. Fixes "cut-scene" after the idol part in Gob3 Amiga
svn-id: r26523
2007-04-16 05:05:35 +00:00
Sven Hesse 1b71599d86 MSVC8 apparently complains about uninitialized variables there, fixing (see bug #1700986)
svn-id: r26495
2007-04-15 13:41:54 +00:00
Sven Hesse 0d99a362e9 Some fixes for the Gob3 demos
svn-id: r26435
2007-04-09 14:00:23 +00:00
Sven Hesse a17df6e4c6 Some Gob3 fixes:
- wrong positioning of the inventory
- walking
- close-up fadeing in the CD version

svn-id: r26390
2007-04-06 13:30:09 +00:00
Sven Hesse ce8bfbb46e Implemented scrolling and split screen (for the text field, the bottom 40 lines) in Gob3
svn-id: r26387
2007-04-05 19:20:12 +00:00
Sven Hesse 96c6ae041f Added save/load stub for Gob3, recognizing the use of "INTRO.$$$" as an extra background buffer
svn-id: r26386
2007-04-05 16:04:59 +00:00
Sven Hesse cebf8e98c3 Oops
svn-id: r26384
2007-04-05 14:28:19 +00:00
Sven Hesse ec5a9eee31 - Minor cleanup
- Added Inter_v3 (for new opcode o3_getTotTextItemPart)
- Some fixes to let Gob3 start with the first screen

svn-id: r26383
2007-04-05 13:37:20 +00:00
Sven Hesse 53119f2c5d "char *" -> "byte *" where appropriate
svn-id: r26369
2007-04-02 11:05:09 +00:00
Sven Hesse d65e05841a - Fixed the IMD playing within mults, the non-interactive Gob3 demo should work better now
- Replaced strcpy with strncpy where appropriate
- Added detection entries for other languages of the multilingual Gob3 CD; bug #1691230

svn-id: r26327
2007-03-30 17:52:31 +00:00
Sven Hesse 623ca88022 - Properly implemented the ImdPlayer
- Some more clean-up

svn-id: r26316
2007-03-29 17:55:39 +00:00
Sven Hesse 2dc7cb2cd4 Major clean-up, including:
- Cutting down the code-dup
- Plucking leaks
- Removing dead/unused code
- Properly naming "word_2342F"-style variables and functions (removing the warnings alongside)
- Fleshing out the "stubby" functions
- Moving functions and variables to more appropriate/logical places
- Re-ordering functions and variables
- Re-structuring functions
- Moving the IMD stuff into a new "Imd" class in the new imd.cpp/.h (still to be completely implemented and cleaned up)
- Formatting
- Getting rid off the classes "Anim", "Pack" and "Timer", along with their files

svn-id: r26252
2007-03-20 14:51:57 +00:00
Max Horn b7eb659e06 Added FIXME note into the gob code (it tries to write into datafiles, which makes it unportable to devices with read-only gamedata storage)
svn-id: r26240
2007-03-19 12:52:18 +00:00
Sven Hesse 5df29654fc - Added a warning when o1_checkData()/o2_checkData() can't find the file it's supposed to check
- Fixed the actor drawn over the background glitch in Bargon Attack
- Plugged some leaks

svn-id: r25651
2007-02-17 09:56:09 +00:00
Sven Hesse 15043066f2 - Changed the speaker stuff again
- Added the spanish gob2 version from bug report #1659884

svn-id: r25615
2007-02-15 22:07:44 +00:00
Sven Hesse 77c70d4ee7 - Changed the square wave generator / speaker emulation, hopefully fixing the walking sound issue (#1621086)
- Fixed some misplaced actor glitches in Bargon

svn-id: r25585
2007-02-14 16:36:17 +00:00
Sven Hesse 3442ea1582 - Fixed another freeze in Ween
- Changed cursor visibility handling a bit

svn-id: r25407
2007-02-07 13:08:17 +00:00
Sven Hesse edefc7bde3 Corrected the goblins walking sound (#1621086)
svn-id: r25404
2007-02-06 21:23:14 +00:00
Sven Hesse d706d8e4c0 Implemented vertical scrolling
svn-id: r25401
2007-02-06 14:42:05 +00:00
Sven Hesse d2b8787dd5 - Fixed the palette animations
- Changed waitRetrace() to take some time, because the scrolling speed is tuned to the retrace delays

svn-id: r25319
2007-02-01 10:42:27 +00:00
Sven Hesse 8b4001f490 Replaced the delay in o1_keyFunc with a (skipable) busy-wait detection
svn-id: r25311
2007-01-31 16:23:34 +00:00
Eugene Sandulenko 3766e0a77d eplaced platform-specific game features with common platform setting.
svn-id: r25294
2007-01-30 22:32:51 +00:00
Sven Hesse cb8378065d - Changed _soundFlags and implemented "compositions"
- Changed Snd to be a permanent audiostream, to have better control over stopping, looping and compositions
- Some clean-up

svn-id: r25292
2007-01-30 22:19:55 +00:00
Sven Hesse 8e6cd81333 - Just warn, don't die, when a CD-Track isn't found
- Before using _vm->_adlib, first check whether it's actually there

svn-id: r25205
2007-01-26 19:00:41 +00:00
Sven Hesse a8c6b02a9c Added support for Infogrames/RobHubbard2 (amiga) music
svn-id: r25160
2007-01-23 19:40:28 +00:00
Eugene Sandulenko 24c9735588 Rename special debug levels to conform our suggested naming scheme.
svn-id: r25073
2007-01-13 15:35:02 +00:00
Sven Hesse 6e0835da11 - Fixed cut off and missing sounds
- Fixed a crash/static reported in the forums (sending Winkle to the vulture)
- (Hopefully) fixed the immediately-closing notepad heisenbug (#1621089)
- Fixed using unitialised values after allocating the variables

svn-id: r25025
2007-01-06 11:17:20 +00:00
Sven Hesse 4446f2c851 Fixed backspace and delete in the note-pad
svn-id: r24883
2006-12-19 07:38:33 +00:00
Sven Hesse fc6f8a47f1 Added a waitRetrace in Game_v2::CheckCollisions() and rearranged the delay in o1_keyFunc(), so that the save name dialog is shown and the "Empty Inventory" message is displayed properly as well.
svn-id: r24874
2006-12-18 14:33:37 +00:00
Sven Hesse 9afb08341c - Properly implemented o2_getCDTrackPos()
- Each save has now its own file (.s??). They also should be endian-safe now
  (Can be disabled for testing by uncommenting #define GOB_ORIGSAVES in gob.cpp)
- General endianness-fixes

svn-id: r24794
2006-11-27 14:19:30 +00:00
Sven Hesse c22920484a Changed the way sprites-freeing is handled, now the menu sprites and window decorations are drawn
svn-id: r24752
2006-11-20 13:03:30 +00:00
Sven Hesse 6ee511e68b Added another field to the GameSettings for the intro.tot, because the Gobliins 2 demo uses usa.tot
instead

svn-id: r23701
2006-08-12 12:35:18 +00:00
Sven Hesse 1c4715b71f - Some more goblins-handling functions
- Fixed some mistakes I made in the Parse_v2 functions. Now the goblins
  (finally) move. Also, the correct music is played in the first screen.
- Found the hook for the menu
- On freeing a sound slot, only stop the playing music if it's in the
  slot to free

svn-id: r23700
2006-08-12 09:16:08 +00:00
Sven Hesse dcbbfa01c0 Instead of drawing the mouse cursor as a sprite, let the backend handle it
svn-id: r23464
2006-07-09 18:54:12 +00:00