Age | Commit message (Collapse) | Author |
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svn-id: r11290
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svn-id: r11289
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svn-id: r11288
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receptionist crash...)
svn-id: r11287
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svn-id: r11286
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the demos, but when actually running the demos I get a banana instead of
a journal... so let's use the same ID as in the real game.
svn-id: r11285
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svn-id: r11284
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svn-id: r11283
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svn-id: r11282
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svn-id: r11281
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svn-id: r11280
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There is some bug with the body action.
svn-id: r11279
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svn-id: r11278
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- grayed panel disappearing during cutaway
- canceling joe walk before switching to another room
svn-id: r11277
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svn-id: r11276
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svn-id: r11275
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svn-id: r11274
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If a cluster file isn't found the resource manager will first check if it's
one of the files that it expects to find on the hard disk. If so, it's
considered a fatal error.
Otherwise it will present the user with an "Insert CD1" or "Insert CD2"
message, just like the original did. Unlike the original, the user will
have to press a button or click the mouse to indicate when he's done. I
don't know if we even can detect the CD automatically in any portable way.
As far as I can see, we'll need at least two separate path settings for
this to actually work: one for the HD install directory, and one or two for
the CDs. The file that are supposed to be found on the HD are only on one
of the CDs, so the amount of CD swapping would probably be unbearable
otherwise.
As a consequence, I haven't actually tried running the game from CD yet.
By the way, the old caching code has been removed completely now. All it
did was to copy the cluster file to HD for faster access. ScummVM never did
that, but so far no one has complained.
svn-id: r11273
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svn-id: r11272
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svn-id: r11271
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svn-id: r11270
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svn-id: r11269
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svn-id: r11268
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- panel not grayed when playing a cutaway
- command text still displayed when playing a cutaway
- panel drawing glitch on pinnacle room exit
- text color on the dialogue choices not updated
svn-id: r11267
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svn-id: r11266
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svn-id: r11265
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svn-id: r11264
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for which CD to look for: 0 (both CDs - not used?), 1, 2 and 3 (not used?)
svn-id: r11263
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game expects to find the various cluster files. I plan to look into making
the game playable from CD, and this should help during the testing.
svn-id: r11262
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fetchScriptWordSigned() (which modifies _scriptPointer) is being called)
svn-id: r11261
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svn-id: r11260
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svn-id: r11259
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renamed the Display class Graphics for no better reason than me liking the
phrase "sound and graphics" better than "sound and display".
svn-id: r11258
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Sound::_sound_volume_master and friends by ConfMan.get() calls; some whitespace cleanup
svn-id: r11257
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svn-id: r11256
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svn-id: r11255
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svn-id: r11254
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svn-id: r11253
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svn-id: r11252
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obsolescent and in the process of being phased out, usually in favor of
a specified replacement.
svn-id: r11251
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svn-id: r11250
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- bettle not disappearing when caught
- wrong Joe position when switching rooms
- bellboy dispappearing after spoken to him (partially fixed)
svn-id: r11249
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svn-id: r11248
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svn-id: r11247
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svn-id: r11246
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svn-id: r11245
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svn-id: r11244
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svn-id: r11243
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svn-id: r11242
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etc. to the different opcodes. Until now it has done so by casting the
pointer to an int32 (opcode parameters are represented as arrays of int32)
and then the opcode function casts it back to whatever pointer it needs.
At least in C there is no guarantee that a pointer can be represented as an
integer type (though apparently C99 may define such a type), so this has
struck me as unsafe ever since I first noticed it.
However, since all such pointers appear to point to the memory block owned
by the memory manager, we can easily convert them to integers by treating
them as offsets into the memory block. So that's what I have done. I hope I
caught all the occurences in the opcode functions, or we're going to have
some pretty interesting regressions on our hands...
svn-id: r11241
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