Age | Commit message (Collapse) | Author |
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loop_flag was previously vt.parm1, which was shared for multiple
uses. Was split up during graphics rewrite in commit
8a595e7771aa89d06876e13d7ab6751e26da8982
Is indirectly part of bug #7046. Saving, restarting ScummVM and
restoring right after grabbing the eagle resulted in the glitch
not happening (which was of course an inaccuracy anyway). This
was caused by AGI currently not saving/restoring the loop_flag.
Needs to get further figured out what's exactly happening
internally and if this issue was just hidden by the shared
vt.parm1 in previous versions. If triggered, it would have
just set another pseudo-random flag on end-of-loop.
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This mostly enforces tabs for indentation and spaces for formatting. But also
fixes spaces on empty lines, some extra/missing spaces.
astyle + manual fixup
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renamed getflag() to getFlag()
renamed setflag() to setFlag()
renamed flipflag() to flipFlag()
preagi: renamed setFlag for this engine to setWinnieFlag
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Don't access variables directly, but through method
Shouldn't include any functional differences
Also changed several hardcoded values to the corresponding enums.
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We copied the wrong way see cycle.cpp
This fixes the fan game 13th disciple. bug #3563
Also cleanup
playercontrol variable is now a boolean
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- graphics code fully rewritten
- Apple IIgs font support
- Amiga Topaz support
- Word parser rewritten
- menu code rewritten
- removed forced 2 second delay on all room changes
replaced with heuristic to detect situations, where it's required
- lots of naming cleanup
- new console commands show_map, screenobj, vmvars and vmflags
- all sorts of hacks/workarounds removed
- added SCI wait mouse cursor
- added Apple IIgs mouse cursor
- added Atari ST mouse cursor
- added Amiga/Apple IIgs transition
- added Atari ST transition
- user can select another render mode and
use Apple IIgs palette + transition for PC versions
- inventory screen rewritten
- SetSimple command now properly implemented
- PreAGI Mickey: Sierra logo now shown
- saved games: now saving controller key mapping
also saving automatic save data (SetSimple command)
- fixed invalid memory access when saving games (31 bytes were saved
using Common::String c_ptr()
Special Thanks to:
- fuzzie for helping out with the Apple IIgs font + valgrind
- eriktorbjorn for helping out with valgrind
- LordHoto for figuring out the code, that caused invalid memory
access in the original code, when saving a game
- sev for help out with reversing the Amiga transition
currently missing:
- mouse support for menu
- mouse support for system dialogs
- predictive dialog support
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svn-id: r41254
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svn-id: r41239
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been updated.
svn-id: r28966
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(Always 16 color screen for vector stuff, 256 color screen for everything else in AGI256 mode).
svn-id: r27570
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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svn-id: r26771
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svn-id: r26763
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svn-id: r25362
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svn-id: r25101
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svn-id: r24808
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svn-id: r22638
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svn-id: r22618
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svn-id: r22588
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