Age | Commit message (Collapse) | Author |
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These were the remaining memset on non-trivial structure warnings.
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This fixes these, but adding constructors causes further memset usage
warnings on the structures which are now "non-trivial" due to the addition
of constructors. Should be able to fix by repeating this process to remove
further memset usage.
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Thanks waltervn for pointing this issue out
AppleIIgs adjustment tables had to be extended, because the first
3 arcade sequences were running way too fast, while the last one
ran fine and all of those are part of one single room.
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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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- 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: r46942
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svn-id: r41251
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svn-id: r29636
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svn-id: r29600
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svn-id: r29592
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svn-id: r29003
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svn-id: r28987
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svn-id: r28946
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svn-id: r28939
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pictures and doesn't use directories. So, this allows Winnie to decode pictures without using the loader
svn-id: r28893
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svn-id: r28869
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the screen gets updated
svn-id: r28862
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svn-id: r28855
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- Click to move functionality (improvement over the original game). It's now possible to navigate around using the mouse as well, together with the menu commands. The mouse cursor changes when the player hovers it at the picture's edges, towards a direction where Mickey is able to move to (north, south, east or west)
- waitAnyKey has been moved into Mickey's code (because of the animation part)
- Implemented the circle flag for AGI picture decoding
svn-id: r28853
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implemented some incomplete code for the ship's blinking lights, implemented the scene animation function
svn-id: r28848
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each game. Mickey's pictures are shown correctly now
svn-id: r28819
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svn-id: r28818
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svn-id: r28814
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svn-id: r28811
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svn-id: r28787
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svn-id: r28784
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svn-id: r27568
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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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font.h from being included multiple times.)
svn-id: r25744
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svn-id: r25101
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svn-id: r25037
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svn-id: r25033
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svn-id: r24808
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svn-id: r22614
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so I've removed most of them. There's still some in list.h, but that should
probably be replaced by our own list handler some day.
svn-id: r22611
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svn-id: r22588
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