Age | Commit message (Expand) | Author |
2002-12-25 | more opcodes (we see graphics again, albeit only briefly before it crashes) | Max Horn |
2002-12-24 | enabled room & local scripts in V8; some more opcodes | Max Horn |
2002-12-24 | added a map from object names to object ids | Max Horn |
2002-12-24 | getting graphics in COMI, woohoo! That's a nice christmas present, isn't it? :-) | Max Horn |
2002-12-24 | some hacks to get V8 loading further. It now fails because it can't find the ... | Max Horn |
2002-12-24 | more opcodes | Max Horn |
2002-12-24 | opcode 0xE1 = o6_getAnimateVariable ? | Max Horn |
2002-12-24 | Fix silly mistake | James Brown |
2002-12-24 | Fix a typo, add some more code. | James Brown |
2002-12-24 | Cope with relocation of room scripts into a subbranch of LFLF, not ROOM | James Brown |
2002-12-24 | replace unk1 for numZBuffer in the v8 part of RoomHeader | Jonathan Gray |
2002-12-24 | make initBGBuffers handle the fact that v8 stores number of z buffers in RMHD... | Jonathan Gray |
2002-12-24 | changed lots of stuff to read data in the V8 format; more changes still neede... | Max Horn |
2002-12-24 | added V8 room & images headers | Max Horn |
2002-12-24 | yes they really are the same, one opcode just has a jmp to the other | Jonathan Gray |
2002-12-24 | fixed room resource loading in V8 - now need to fix initRoomSubBlocks | Max Horn |
2002-12-24 | upon res load error, print out from which file we tried to load, and also pri... | Max Horn |
2002-12-24 | File object stores file name (useful for debugging) | Max Horn |
2002-12-24 | more V8 opcodes (mostly rerouting to V6 ones) | Max Horn |
2002-12-23 | implemented actorOps for V8 (with some guessing involved) | Max Horn |
2002-12-23 | set NUM_ACTORS to 80 for COMI; get rid of MAX_ACTORS (use NUM_ACTORS instead)... | Max Horn |
2002-12-23 | updated o8_kludge() | Paweł Kołodziejski |
2002-12-23 | added cases for o8_kludge() | Paweł Kołodziejski |
2002-12-23 | added o6_stopSound and fixed compilation | Paweł Kołodziejski |
2002-12-23 | set script tracing to level 1 - at least while we do V8 debugging, later we c... | Max Horn |
2002-12-23 | don't let unknown V8 codes pass by (it makes debugging pretty hard) | Max Horn |
2002-12-23 | and more V8... | Max Horn |
2002-12-23 | skip initCharset for now, till we get it working in V8 | Max Horn |
2002-12-23 | changed numString to numArray | Paweł Kołodziejski |
2002-12-23 | and more V8. Now we again hit the charset limit, but this time caused by the ... | Max Horn |
2002-12-23 | changed read order of CMI variables (MAXS) | Paweł Kołodziejski |
2002-12-23 | fix jumpTrue/jumpFalse opcodes; slightly better debug output | Max Horn |
2002-12-23 | more V8 work | Max Horn |
2002-12-23 | some flesh to the V8 bones | Max Horn |
2002-12-23 | don't loadCharset(1) in V8 | Max Horn |
2002-12-23 | don't be needlessly verbose; allow byte arrays in V8 | Max Horn |
2002-12-23 | more V8 mods; cleanup | Max Horn |
2002-12-23 | renamed new_1, new_2, new_3 in class Actor | Max Horn |
2002-12-23 | resolved some arguments with aquadran about how to go on about this :-). Rena... | Max Horn |
2002-12-23 | changed Dword to Uint32, I hope, Filgolfin will be happy :) | Paweł Kołodziejski |
2002-12-23 | updated list opcode script v8 | Paweł Kołodziejski |
2002-12-23 | updated VC6 file | Paweł Kołodziejski |
2002-12-23 | word size for V8 games is 4 bytes, as opposed to 2 bytes in V6/V7 games. Henc... | Max Horn |
2002-12-23 | corrected AARY code for V8 (I hope) | Max Horn |
2002-12-22 | why not reuse the V6 opcode implementations, it would seems many of them are ... | Max Horn |
2002-12-22 | some more V8 opcode flesh | Max Horn |
2002-12-22 | added some preliminary V8 work. Nope, it is not useful at all, and it doesn't... | Max Horn |
2002-12-22 | minor cleanup | Max Horn |
2002-12-22 | Remove the fixme | Travis Howell |
2002-12-22 | Add default skip cut scene keys from original games. | Travis Howell |