Age | Commit message (Collapse) | Author |
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svn-id: r53897
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I also extended the comment for it to show two possible use cases.
svn-id: r53895
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These bugs would cause crashs in MSVC 2008/2010 release builds.
svn-id: r53893
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This implements Max's idea on -devel
("Re: [Scummvm-devel] ATTN Engine authors: Advanced engine features") from
27.10.2010 on 11:12PM CEST.
Unlike the SCUMM implementation it stores the play time as ms instead of s.
The SCUMM engine was adapted to use this instead to reduce code duplication.
svn-id: r53892
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Console::postEnter()
svn-id: r53890
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svn-id: r53889
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svn-id: r53888
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SciEngine::pauseEngineIntern(), Console::preEnter() and Console::postEnter() and added a sanity check in SciEngine::getDebugger()
svn-id: r53886
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Also fix the wrong check that set the time directly to the target time
svn-id: r53885
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svn-id: r53884
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svn-id: r53883
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svn-id: r53882
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- Move loading of game stream to separate function
- Add checks for NULL in functions using _savegame
- Add expected saved size for sound & savepoints
svn-id: r53881
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svn-id: r53880
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Previously, you could get the game into a state where it would think a
key was constantly being pressed. E.g. by pressing 'p' several times
quickly in a row, the game would end in a state where it endlessly
toggled between pause mode and regular mode.
svn-id: r53878
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This should enable use of F-keys in BS25. Most of the KEY_*
constants are not used by the scripts anyway.
svn-id: r53877
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This fixes a crash one got by quitting via the GMM.
svn-id: r53876
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Additionally fixed some NEWS file punctuation.
svn-id: r53874
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Not deallocating it before loading the next image causes fragmentation in memory which eventually prevents big things from being loaded into memory.
svn-id: r53873
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svn-id: r53872
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svn-id: r53869
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This makes AGI quite a bit less noisy by default.
svn-id: r53868
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svn-id: r53867
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When the game was in a close up, cmd_Set_Mouse_Pos was setting
a out-of-window mouse position.
svn-id: r53866
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Used to rescale the knight animation when the knight
is moved around the room in Chapter 2
svn-id: r53865
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svn-id: r53864
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svn-id: r53862
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SCUMM)
svn-id: r53860
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svn-id: r53859
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This fixes intro (and game) in H3 DOS, general game
behavior in H2 Dos. H1 Dos is still broken.
svn-id: r53858
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was a left-over from debugging
svn-id: r53857
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bit 2 actually triggers special drawing of cels in sierra sci
svn-id: r53855
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svn-id: r53854
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adjusted comments about that and also renamed the bit, also added additional TODO, because hoyle 4 has special code that gets into action, when bit 0 is not set, but bit 2 is
svn-id: r53853
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svn-id: r53852
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interpreters should get checked for that hoyle 4 code, comment added
svn-id: r53851
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svn-id: r53850
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svn-id: r53849
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svn-id: r53848
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svn-id: r53847
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svn-id: r53846
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- Implement SaveLoad::writeEntry
- Implement missing saveLoadWithSerializer functions for all serialized classes & structs
- Add stub for SaveLoad::computePadding
svn-id: r53845
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svn-id: r53844
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svn-id: r53843
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svn-id: r53842
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- Implement Menu::startGame() properly
- Add stubs functions for game restart
- Made savegame headers serializable and moved validity checks inside struct definition
- Implement create/init savegame functions
- Add SavegameStream to be able to read/write to the same memory stream
- Add stubs for setup, writeEntry & loadEntry functions
svn-id: r53841
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svn-id: r53840
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svn-id: r53839
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The save system of this engine currently partially bypasses the
SaveFileManager API, by (abusing) the fact that the Lua engine allows
creating files in arbitrary places (it exposes fopen, fread, fwrite
etc.). This is used to create a 'config.lua' configuration file. This makes it non-portable.
In addition, the filenames used for the savestates ("0.b25s") do not
comply with our naming conventions for engine savestates.
It should be possible to overcome all this, but it might require hacking
the Lua engine; or we could try to replace some of the BS2.5 script
functions with our own, dynamically.
svn-id: r53838
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svn-id: r53837
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