Age | Commit message (Collapse) | Author |
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Updated all drawing routines to be pixel format agnostic.
Might decrease performance.
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Also added CLIP to all getBasePtr() calls where it would seem appropriate/safer to do so
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Removing hardcoded 555 pixel format to support Android
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Rat interaction at UG15 is now working exactly as in the original game.
Before the bridge didn't break if player shot the rat on it.
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Available via ScummVM game options
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Saving and loading is accessible via ScummVM dialogs.
No in-game UI support yet.
It is possible to load saves from original game via debugger console.
ScummVM saves have additional header and are incompatibile with original
game.
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Perspective projection is now working properly and character and object
are now properly rendered.
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C++ math functions are overloaded so operate using single-precision
when receiving a float input. The C standard library on FreeMiNT
does not fully support C99 math so use of sqrtf, sinf, etc.
instead of the C++ API does not work.
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Math cleanup
Fixed obstacle detection
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Fixed rendering of non-visible objects
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Settings works
Help works
Clue database works
Fixed code for inserting objects into scene
Reorganization of few files
Unification & code formatting of few older files
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added async walking
named some of the game flags & variables
renamed aesc to screen effects
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actors can be now partially illuminated (per slice), it iss visible in scene rc02 in the right part of the room
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Fixes a couple of issues reported by valgrind and clang
sanitizers.
In particular, the initialization of Actor::_inCombat means that McCoy
no longer randomly has his gun out at the beginning of the game. In
SliceRenderer::drawInWorld, the assert of _sliceFramePtr has been
moved to after the call to setupFrameInWorld which is the method that
initializes the field. This misplaced assert caused the game to crash
for several people.
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and some formatting
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formating, small fixes
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also added support for rendering items on screen (not in the world)
pickup effect can be tested in debug compilation by clicking on any object (not item, but object like, hydrant, or doors) in first scene
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working correctly yet
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completed init script. Added decoding of lights from VQA. Moved view from scene.
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structure (maybe it combat mode??)
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methods...
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effects movement track actor clues db actor walking info moved view from vqa decoder, because its needed elsewhere
does not compile, because new files are not in makefile...
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use VQA z-buffer when rendering.
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Z-buffers are not being read from the VQA background yet, so z-buffer
handling is faked for now.
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