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authorArnaud Boutonné2010-11-27 16:48:38 +0000
committerArnaud Boutonné2010-11-27 16:48:38 +0000
commit8b7c42f0b06a1b162164c16cbff0d457dcfacbde (patch)
treed46bdea456916130a019f054207b446986b5f0ef
parent83206e20cbbed36faa429ba6ea95cdecea3f04ad (diff)
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TOOLS: Fix 'Boat' bug in H1 Dos
H1 Dos is now completable svn-id: r54507
-rw-r--r--dists/engine-data/hugo.datbin174599 -> 174599 bytes
-rw-r--r--engines/hugo/hugo.h2
-rw-r--r--tools/create_hugo/create_hugo.h2
-rw-r--r--tools/create_hugo/staticdata.h24
4 files changed, 14 insertions, 14 deletions
diff --git a/dists/engine-data/hugo.dat b/dists/engine-data/hugo.dat
index 954f6147a7..788316d127 100644
--- a/dists/engine-data/hugo.dat
+++ b/dists/engine-data/hugo.dat
Binary files differ
diff --git a/engines/hugo/hugo.h b/engines/hugo/hugo.h
index 24cb4145cc..d7dd767b6b 100644
--- a/engines/hugo/hugo.h
+++ b/engines/hugo/hugo.h
@@ -34,7 +34,7 @@
#include "hugo/game.h"
#define HUGO_DAT_VER_MAJ 0 // 1 byte
-#define HUGO_DAT_VER_MIN 29 // 1 byte
+#define HUGO_DAT_VER_MIN 30 // 1 byte
#define DATAALIGNMENT 4
#define EDGE 10 // Closest object can get to edge of screen
#define EDGE2 (EDGE * 2) // Push object further back on edge collision
diff --git a/tools/create_hugo/create_hugo.h b/tools/create_hugo/create_hugo.h
index 3fc768d33e..f47ed50c6d 100644
--- a/tools/create_hugo/create_hugo.h
+++ b/tools/create_hugo/create_hugo.h
@@ -31,7 +31,7 @@
#define DATAALIGNMENT 4
#define HUGO_DAT_VER_MAJ 0 // 1 byte
-#define HUGO_DAT_VER_MIN 29 // 1 byte
+#define HUGO_DAT_VER_MIN 30 // 1 byte
typedef unsigned char uint8;
typedef unsigned char byte;
diff --git a/tools/create_hugo/staticdata.h b/tools/create_hugo/staticdata.h
index 4c72744bb3..37c54f840f 100644
--- a/tools/create_hugo/staticdata.h
+++ b/tools/create_hugo/staticdata.h
@@ -8962,18 +8962,18 @@ act5 abatvxy2_1d = {INIT_OBJVXY, 20, BAT_1d, -1, 1};
act5 abatvxy3_1d = {INIT_OBJVXY, 40, BAT_1d, -1, -1};
act5 abatvxy4_1d = {INIT_OBJVXY, 50, BAT_1d, -5, 0};
act5 abatvxy5_1d = {INIT_OBJVXY, 60, BAT_1d, 0, 0};
-act5 aboatvxy1_1d = {INIT_OBJVXY, 0, BOAT_1w, 0, -2};
-act5 aboatvxy10_1d = {INIT_OBJVXY, 0, BOAT_1w, 9, 7};
-act5 aboatvxy11_1d = {INIT_OBJVXY, 3, BOAT_1w, 0, 0};
-act5 aboatvxy12_1d = {INIT_OBJVXY, 10, BOAT_1w, 1, 1};
-act5 aboatvxy2_1d = {INIT_OBJVXY, 10, BOAT_1w, -5, 0};
-act5 aboatvxy3_1d = {INIT_OBJVXY, 20, BOAT_1w, 2, 0};
-act5 aboatvxy4_1d = {INIT_OBJVXY, 50, BOAT_1w, 1, -1};
-act5 aboatvxy5_1d = {INIT_OBJVXY, 60, BOAT_1w, -2, -3};
-act5 aboatvxy6_1d = {INIT_OBJVXY, 70, BOAT_1w, -3, 0};
-act5 aboatvxy7_1d = {INIT_OBJVXY, 100, BOAT_1w, 0, -3};
-act5 aboatvxy8_1d = {INIT_OBJVXY, 104, BOAT_1w, -1, -1};
-act5 aboatvxy9_1d = {INIT_OBJVXY, 107, BOAT_1w, 0, 0};
+act5 aboatvxy1_1d = {INIT_OBJVXY, 0, BOAT_1d, 0, -2};
+act5 aboatvxy10_1d = {INIT_OBJVXY, 0, BOAT_1d, 9, 7};
+act5 aboatvxy11_1d = {INIT_OBJVXY, 3, BOAT_1d, 0, 0};
+act5 aboatvxy12_1d = {INIT_OBJVXY, 10, BOAT_1d, 1, 1};
+act5 aboatvxy2_1d = {INIT_OBJVXY, 10, BOAT_1d, -5, 0};
+act5 aboatvxy3_1d = {INIT_OBJVXY, 20, BOAT_1d, 2, 0};
+act5 aboatvxy4_1d = {INIT_OBJVXY, 50, BOAT_1d, 1, -1};
+act5 aboatvxy5_1d = {INIT_OBJVXY, 60, BOAT_1d, -2, -3};
+act5 aboatvxy6_1d = {INIT_OBJVXY, 70, BOAT_1d, -3, 0};
+act5 aboatvxy7_1d = {INIT_OBJVXY, 100, BOAT_1d, 0, -3};
+act5 aboatvxy8_1d = {INIT_OBJVXY, 104, BOAT_1d, -1, -1};
+act5 aboatvxy9_1d = {INIT_OBJVXY, 107, BOAT_1d, 0, 0};
act5 abutvxy1_1d = {INIT_OBJVXY, 4 * NORMAL_TPS_v1d, BUTLER_1d, DX - 2, 0};
act5 astophero_1d = {INIT_OBJVXY, 0, HERO, 0, 0}; // Stop hero!