Age | Commit message (Collapse) | Author | |
---|---|---|---|
2002-12-25 | more opcodes (we see graphics again, albeit only briefly before it crashes) | Max Horn | |
svn-id: r6106 | |||
2002-12-24 | enabled room & local scripts in V8; some more opcodes | Max Horn | |
svn-id: r6105 | |||
2002-12-24 | added a map from object names to object ids | Max Horn | |
svn-id: r6104 | |||
2002-12-24 | getting graphics in COMI, woohoo! That's a nice christmas present, isn't it? :-) | Max Horn | |
svn-id: r6103 | |||
2002-12-24 | some hacks to get V8 loading further. It now fails because it can't find the ↵ | Max Horn | |
SMAP resource svn-id: r6102 | |||
2002-12-24 | more opcodes | Max Horn | |
svn-id: r6101 | |||
2002-12-24 | opcode 0xE1 = o6_getAnimateVariable ? | Max Horn | |
svn-id: r6100 | |||
2002-12-24 | Fix silly mistake | James Brown | |
svn-id: r6099 | |||
2002-12-24 | Fix a typo, add some more code. | James Brown | |
Current crash is caused due to the non-existant mapping between objid's and the object names svn-id: r6098 | |||
2002-12-24 | Cope with relocation of room scripts into a subbranch of LFLF, not ROOM | James Brown | |
svn-id: r6097 | |||
2002-12-24 | replace unk1 for numZBuffer in the v8 part of RoomHeader | Jonathan Gray | |
svn-id: r6096 | |||
2002-12-24 | make initBGBuffers handle the fact that v8 stores number of z buffers in ↵ | Jonathan Gray | |
RMHD not RMIH. Now we have to handle the fact that object code blocks are now a sub block of RMSC svn-id: r6095 | |||
2002-12-24 | changed lots of stuff to read data in the V8 format; more changes still ↵ | Max Horn | |
needed, and one open problem: V8 IMHD has no obj_id, we need to work around that somehow, not yet sure what the correct way is (two find out, we either need to get into a state where this actually matters, so that we can do trial & error, or we need a disassmbly) svn-id: r6094 | |||
2002-12-24 | added V8 room & images headers | Max Horn | |
svn-id: r6093 | |||
2002-12-24 | yes they really are the same, one opcode just has a jmp to the other | Jonathan Gray | |
svn-id: r6092 | |||
2002-12-24 | fixed room resource loading in V8 - now need to fix initRoomSubBlocks | Max Horn | |
svn-id: r6091 | |||
2002-12-24 | upon res load error, print out from which file we tried to load, and also ↵ | Max Horn | |
print the correc index (was 'type' instead of 'idx') svn-id: r6090 | |||
2002-12-24 | File object stores file name (useful for debugging) | Max Horn | |
svn-id: r6089 | |||
2002-12-24 | more V8 opcodes (mostly rerouting to V6 ones) | Max Horn | |
svn-id: r6088 | |||
2002-12-23 | implemented actorOps for V8 (with some guessing involved) | Max Horn | |
svn-id: r6087 | |||
2002-12-23 | set NUM_ACTORS to 80 for COMI; get rid of MAX_ACTORS (use NUM_ACTORS ↵ | Max Horn | |
instead); some updates svn-id: r6086 | |||
2002-12-23 | updated o8_kludge() | Paweł Kołodziejski | |
svn-id: r6085 | |||
2002-12-23 | added cases for o8_kludge() | Paweł Kołodziejski | |
svn-id: r6084 | |||
2002-12-23 | added o6_stopSound and fixed compilation | Paweł Kołodziejski | |
svn-id: r6083 | |||
2002-12-23 | set script tracing to level 1 - at least while we do V8 debugging, later we ↵ | Max Horn | |
can go back to a higher level svn-id: r6082 | |||
2002-12-23 | don't let unknown V8 codes pass by (it makes debugging pretty hard) | Max Horn | |
svn-id: r6081 | |||
2002-12-23 | and more V8... | Max Horn | |
svn-id: r6080 | |||
2002-12-23 | skip initCharset for now, till we get it working in V8 | Max Horn | |
svn-id: r6079 | |||
2002-12-23 | changed numString to numArray | Paweł Kołodziejski | |
svn-id: r6078 | |||
2002-12-23 | and more V8. Now we again hit the charset limit, but this time caused by the ↵ | Max Horn | |
script itself :-) svn-id: r6077 | |||
2002-12-23 | changed read order of CMI variables (MAXS) | Paweł Kołodziejski | |
svn-id: r6076 | |||
2002-12-23 | fix jumpTrue/jumpFalse opcodes; slightly better debug output | Max Horn | |
svn-id: r6075 | |||
2002-12-23 | more V8 work | Max Horn | |
svn-id: r6074 | |||
2002-12-23 | some flesh to the V8 bones | Max Horn | |
svn-id: r6073 | |||
2002-12-23 | don't loadCharset(1) in V8 | Max Horn | |
svn-id: r6072 | |||
2002-12-23 | don't be needlessly verbose; allow byte arrays in V8 | Max Horn | |
svn-id: r6071 | |||
2002-12-23 | more V8 mods; cleanup | Max Horn | |
svn-id: r6070 | |||
2002-12-23 | renamed new_1, new_2, new_3 in class Actor | Max Horn | |
svn-id: r6069 | |||
2002-12-23 | resolved some arguments with aquadran about how to go on about this :-). ↵ | Max Horn | |
Renamed three v6 opcodes svn-id: r6068 | |||
2002-12-23 | changed Dword to Uint32, I hope, Filgolfin will be happy :) | Paweł Kołodziejski | |
svn-id: r6067 | |||
2002-12-23 | updated list opcode script v8 | Paweł Kołodziejski | |
svn-id: r6066 | |||
2002-12-23 | updated VC6 file | Paweł Kołodziejski | |
svn-id: r6065 | |||
2002-12-23 | word size for V8 games is 4 bytes, as opposed to 2 bytes in V6/V7 games. ↵ | Max Horn | |
Hence we adjust fetchScriptWord - this way we can reuse all sorts of code (and no, this is not really a hack - word size by tradition is something which varies depending on the architecture, so it is even consistent) svn-id: r6064 | |||
2002-12-23 | corrected AARY code for V8 (I hope) | Max Horn | |
svn-id: r6063 | |||
2002-12-22 | why not reuse the V6 opcode implementations, it would seems many of them are ↵ | Max Horn | |
identical in V8. Or maybe V8 actually uses 32 bit ops in some places, but then we can still deal with that once we are actually in the position to try run any scripts :-) svn-id: r6062 | |||
2002-12-22 | some more V8 opcode flesh | Max Horn | |
svn-id: r6061 | |||
2002-12-22 | added some preliminary V8 work. Nope, it is not useful at all, and it ↵ | Max Horn | |
doesn't mean we will have CMI support in this millenium, so don't hold your breath svn-id: r6060 | |||
2002-12-22 | minor cleanup | Max Horn | |
svn-id: r6059 | |||
2002-12-22 | Remove the fixme | Travis Howell | |
svn-id: r6058 | |||
2002-12-22 | Add default skip cut scene keys from original games. | Travis Howell | |
Fix error in last commit svn-id: r6057 |