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2002-12-24opcode 0xE1 = o6_getAnimateVariable ?Max Horn
svn-id: r6100
2002-12-24Fix silly mistakeJames Brown
svn-id: r6099
2002-12-24Fix 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
2002-12-24Cope with relocation of room scripts into a subbranch of LFLF, not ROOMJames Brown
svn-id: r6097
2002-12-24replace unk1 for numZBuffer in the v8 part of RoomHeaderJonathan Gray
svn-id: r6096
2002-12-24make 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
2002-12-24changed 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
2002-12-24added V8 room & images headersMax Horn
svn-id: r6093
2002-12-24yes they really are the same, one opcode just has a jmp to the otherJonathan Gray
svn-id: r6092
2002-12-24fixed room resource loading in V8 - now need to fix initRoomSubBlocksMax Horn
svn-id: r6091
2002-12-24upon 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
2002-12-24File object stores file name (useful for debugging)Max Horn
svn-id: r6089
2002-12-24more V8 opcodes (mostly rerouting to V6 ones)Max Horn
svn-id: r6088
2002-12-23implemented actorOps for V8 (with some guessing involved)Max Horn
svn-id: r6087
2002-12-23set NUM_ACTORS to 80 for COMI; get rid of MAX_ACTORS (use NUM_ACTORS ↵Max Horn
instead); some updates svn-id: r6086
2002-12-23updated o8_kludge()Paweł Kołodziejski
svn-id: r6085
2002-12-23added cases for o8_kludge()Paweł Kołodziejski
svn-id: r6084
2002-12-23added o6_stopSound and fixed compilationPaweł Kołodziejski
svn-id: r6083
2002-12-23set 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
2002-12-23don't let unknown V8 codes pass by (it makes debugging pretty hard)Max Horn
svn-id: r6081
2002-12-23and more V8...Max Horn
svn-id: r6080
2002-12-23skip initCharset for now, till we get it working in V8Max Horn
svn-id: r6079
2002-12-23changed numString to numArrayPaweł Kołodziejski
svn-id: r6078
2002-12-23and more V8. Now we again hit the charset limit, but this time caused by the ↵Max Horn
script itself :-) svn-id: r6077
2002-12-23changed read order of CMI variables (MAXS)Paweł Kołodziejski
svn-id: r6076
2002-12-23fix jumpTrue/jumpFalse opcodes; slightly better debug outputMax Horn
svn-id: r6075
2002-12-23more V8 workMax Horn
svn-id: r6074
2002-12-23some flesh to the V8 bonesMax Horn
svn-id: r6073
2002-12-23don't loadCharset(1) in V8Max Horn
svn-id: r6072
2002-12-23don't be needlessly verbose; allow byte arrays in V8Max Horn
svn-id: r6071
2002-12-23more V8 mods; cleanupMax Horn
svn-id: r6070
2002-12-23renamed new_1, new_2, new_3 in class ActorMax Horn
svn-id: r6069
2002-12-23resolved some arguments with aquadran about how to go on about this :-). ↵Max Horn
Renamed three v6 opcodes svn-id: r6068
2002-12-23changed Dword to Uint32, I hope, Filgolfin will be happy :)Paweł Kołodziejski
svn-id: r6067
2002-12-23updated list opcode script v8Paweł Kołodziejski
svn-id: r6066
2002-12-23updated VC6 filePaweł Kołodziejski
svn-id: r6065
2002-12-23word 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
2002-12-23corrected AARY code for V8 (I hope)Max Horn
svn-id: r6063
2002-12-22why 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
2002-12-22some more V8 opcode fleshMax Horn
svn-id: r6061
2002-12-22added 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
2002-12-22minor cleanupMax Horn
svn-id: r6059
2002-12-22Remove the fixmeTravis Howell
svn-id: r6058
2002-12-22Add default skip cut scene keys from original games.Travis Howell
Fix error in last commit svn-id: r6057
2002-12-22First attempt at proper simon 2 midi supportTravis Howell
Thanks to olki's previous work svn-id: r6056
2002-12-22allow subtitles in smush animations to be disabledJonathan Gray
svn-id: r6055
2002-12-22Some _lock_word correctionsTravis Howell
svn-id: r6054
2002-12-22remove old commented fixme, make turning off subtitles work in the scumm ↵Jonathan Gray
part of the dig, still needs to be done for smush svn-id: r6053
2002-12-21Pop-up save dialog should not show forJamieson Christian
compatibility (temporary) state saves. svn-id: r6052
2002-12-21Fix to instrument load/saveJamieson Christian
svn-id: r6051