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2005-04-28 save load preparetionAndrew Kurushin
svn-id: r17852
2005-04-28This should fix a crash which could happen when placing several objects tooTorbjörn Andersson
close to each other on the ground. (Happened to me on the first level after destroying the voodoo doll, where I'd drop the banana, the soap and the false nose close to each other on the ground after using them.) Reasoning behind the change: From what I understand, map_itemsMap[] contains information for each "cell" of the map about which objects are there. Each cell can contain two objects which are stored in the upper and lower byte of a 16-bit word. When dropping an object, it is written into map_itemsMap[], but not just to the indicated cell but also to a few of the surrounding ones. Presumably to make it easier to pick it up afterwards. When writing an object to a cell, we check if one of the bytes is already occupied. If it is, write to the other byte. Otherwise, write to that byte. (If both bytes are occupied, one will be overwritten.) The old code assumed that if one byte was free at position (x,y) the same byte would automatically be the free one in the surrounding cells. This could cause bad values in the array, since the item was added to an existing value, rather than replacing it. This new code makes the check for each cell that is modified. (It also gets rid of some code duplication.) svn-id: r17851
2005-04-28Out dated and pointless now.Travis Howell
svn-id: r17850
2005-04-28Add Macintosh version of putttime.Travis Howell
svn-id: r17849
2005-04-28Added new handleMouseOver to allow further refactoring of the V2 specific ↵Max Horn
verb code; added a TODO comment regarding the blast code svn-id: r17848
2005-04-28Refactor HE actor post/pre-processing code a bit (some more cleanup for HE90 ↵Max Horn
could probably be done, but I'll leave that to the HE folks for now :-) svn-id: r17847
2005-04-28Forgot to commit this, oops :-/Max Horn
svn-id: r17846
2005-04-28Comment on some MM NES oddity, I hope somebody can explain this :-)Max Horn
svn-id: r17845
2005-04-27Slightly more elegant LauncherDialog connector.Marcus Comstedt
svn-id: r17844
2005-04-27Added eos() method.Marcus Comstedt
svn-id: r17843
2005-04-27Patch #1186744 (Common line-drawing function)Max Horn
svn-id: r17842
2005-04-27Call blitCursor() when changing scaler to give it the opportunity to switchTorbjörn Andersson
between blurry and non-blurry cursor scaling, even if the scale factor remains unchanged. svn-id: r17841
2005-04-27Minor cleanup.Travis Howell
svn-id: r17840
2005-04-27Rename function.Travis Howell
svn-id: r17839
2005-04-27Minor clean up, HE games should always copy strings directly.Travis Howell
svn-id: r17838
2005-04-27Fix glitch when skipping AUX sequence in freddi.Travis Howell
Add missing bits of AUX code. svn-id: r17837
2005-04-27some load-save preparetionAndrew Kurushin
svn-id: r17836
2005-04-27Correct actor clipping in HE games.Travis Howell
The original games rect clipping was not as strict. svn-id: r17835
2005-04-27Use a pointer ref for RGBtoYUV, instead of an array, so that we can choose ↵Max Horn
to allocate RGBtoYUV on the heap; added a comment that tries to explain why RGBtoYUV and LUT16to32 are evil and slow and how they could be removed svn-id: r17834
2005-04-27Fix comment (copy & paste are evil)Max Horn
svn-id: r17833
2005-04-27Add feature flag for HE games which appear to have localized versions.Travis Howell
Allows accurate filtering of filename in subtitles. svn-id: r17832
2005-04-27Add some basic support for pjgames.Travis Howell
svn-id: r17831
2005-04-27fixed filehandling bugRobert Göffringmann
svn-id: r17830
2005-04-26Added a few more commentsMax Horn
svn-id: r17829
2005-04-26Use kVerbVirtScreen were appropriate; removed unused param from initVirtScreenMax Horn
svn-id: r17828
2005-04-26desaturatePalette is V8 specificMax Horn
svn-id: r17827
2005-04-26Fixed incorrect use of kMainVirtScreenMax Horn
svn-id: r17826
2005-04-26Save _hePalettes in HE99+ games.Travis Howell
svn-id: r17825
2005-04-26Save addtion HE opcodes specific variables.Travis Howell
svn-id: r17824
2005-04-26Since we don't store _CLUT_offs anymore, we can clean up the code related to ↵Max Horn
it now svn-id: r17823
2005-04-26Make use of the new loadRoomSubBlocks (which only loads static room data ↵Max Horn
now) in the save/load code; this also means we have to save a bit less data, and reduce code duplication svn-id: r17822
2005-04-26Clean up HE save/load code, at the cost of savegame compatibility (v71he and ↵Max Horn
upwards) svn-id: r17821
2005-04-26Comment correctionsMax Horn
svn-id: r17820
2005-04-26Added/corrected some comments; moved NES costume init code to a more ↵Max Horn
appropriate place, and cleaned it up svn-id: r17819
2005-04-26Removed the ugly saveOrLoadCursorImages hack and instead properly overload ↵Max Horn
ScummEngine::saveOrLoad; did the same for the V7 IMuseDigital save/load code svn-id: r17818
2005-04-26Call setupVolumes in a more appropriate part of the save/load codeMax Horn
svn-id: r17817
2005-04-26Reduce dependencies on saveload.hMax Horn
svn-id: r17816
2005-04-26Use an intermediate variable, to ease debuggingMax Horn
svn-id: r17815
2005-04-26Perform some clipping (some old savegames had bad usage bits in the same and ↵Max Horn
caused a crash for me due to lack of clipping) svn-id: r17814
2005-04-26Added some commentsMax Horn
svn-id: r17813
2005-04-26...and since RGBToColor() returns OverlayColor, let's use that datatypeTorbjörn Andersson
instead of uint16. (I never realized that we could use RGBToColor() here myself. Good job in spotting that!) svn-id: r17812
2005-04-26Split loadRoomSubBlocks into a 'static' part (loadRoomSubBlocks) and a ↵Max Horn
'dynamic' part (initRoomSubBlocks) svn-id: r17811
2005-04-26now uses OSystem::RGBtoColor for yuv->rgb conversion tables instead of ↵Robert Göffringmann
checking gBitFormat svn-id: r17810
2005-04-26Removed dead codeMax Horn
svn-id: r17809
2005-04-26Enable Blue's demo, for testing only.Travis Howell
svn-id: r17808
2005-04-26Always skip smacker files in HE games.Travis Howell
svn-id: r17807
2005-04-26Add stubs for the two smacker related opcodes in HE games.Travis Howell
Makes it easier to test new titles. svn-id: r17806
2005-04-26We need to use unsigned chars here to be able to print accented characters,Torbjörn Andersson
e.g. in the German cutscenes. svn-id: r17805
2005-04-26Make it possible to specify language at run-time, since the Gobliiins 1Torbjörn Andersson
support for other languages appears to work at least fairly well, and this makes it easier to test it. svn-id: r17804
2005-04-26Add Macintosh version of puttraceTravis Howell
svn-id: r17803