Age | Commit message (Collapse) | Author |
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-move puzzle data to itedata
svn-id: r19411
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svn-id: r19410
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svn-id: r19409
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svn-id: r19408
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svn-id: r19407
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Since charset codes and characters share some values.
svn-id: r19406
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svn-id: r19404
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svn-id: r19402
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svn-id: r19401
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svn-id: r19400
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Fix 0xFE check in drawString() too.
svn-id: r19399
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subtitles. This allows to fix the bug #1092993. As this is quite an important change, regressions may appear. You've been warned :)
svn-id: r19398
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incompatibilities with older system versions
svn-id: r19396
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svn-id: r19395
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statically allocated one. I hope I'm using it correctly.
svn-id: r19394
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svn-id: r19393
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svn-id: r19391
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svn-id: r19390
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svn-id: r19389
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svn-id: r19388
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herald a change of scene, so it should be ok. And it keeps the crackling
fire at the end from playing over the end credits and the End of Game
dialog afterwards.
(If we change the sound engine to do looping manually, instead of letting
the mixer handle it, the looping will not be seamless and we'll still get
the crackling fire over the dialog after the credits.)
This change is probably safe for 0.8.1, assuming we make one.
svn-id: r19387
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Also added debug printouts to some functions.
svn-id: r19386
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svn-id: r19385
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can be useful for systems with touchpad / pen.
svn-id: r19384
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svn-id: r19383
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svn-id: r19382
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svn-id: r19381
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in v7, remapPaletteColor() ignores colors setup by initCycle()
svn-id: r19380
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svn-id: r19379
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- simplified some versions related checks
svn-id: r19378
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svn-id: r19376
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also fixed a bug in loadCharacterShapes.
svn-id: r19375
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svn-id: r19373
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palette glitch that would only happen if the credits were allowed to run in
their entirety.
svn-id: r19371
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(makes it easiert to use extracts of the NEWS file in various places)
svn-id: r19370
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svn-id: r19369
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svn-id: r19368
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svn-id: r19367
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reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
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svn-id: r19365
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svn-id: r19364
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svn-id: r19362
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started to change a bit of the sprite code (thanks to vinterstum for his work)
It is still WIP code and breaks CD version, since all the used tables have to
be located in one cd version binary.
svn-id: r19361
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Fixes mask issues when lifting crate in airport.
Fixes masking issues in digdemo (Bug #1288652).
svn-id: r19360
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svn-id: r19359
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svn-id: r19358
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svn-id: r19357
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svn-id: r19353
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svn-id: r19352
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svn-id: r19351
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