Age | Commit message (Collapse) | Author |
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svn-id: r33669
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This way the arcade sequence is completable now.
This hack should be removed later and the first
arcade sequence be made properly playable!
svn-id: r33667
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- Music related settings and adBgVar0 & adBgVar1 aren't loaded currently.
Modified resetEngine to also reset more of the Operation Stealth specific variables.
Added getter for background scrolling value.
Changed additional background indices 1 & 2 from byte to uint16.
Made savegame loading functions return !in.ioFailed() as return value instead of true as previously.
svn-id: r33379
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default, needs more work still. WIP!).
Added backgrounds' name saving (8 names in Operation Stealth instead of just 1 like in Future Wars).
Added 256 color palette saving and restoring (One of the palettes isn't properly handled yet though).
svn-id: r33349
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- Changed savegame loading related functions to use SeekableReadStream
rather than InSaveFile so MemoryReadStream can be used transparently.
- Fixed loadResourcesFromSave to load multiframe animations correctly
and to load 0.11.0/0.11.1 Future Wars savegames which used a slightly
different format.
- Added a savegame format detector that tries to detect between the old
Future Wars savegame format, the new one and a broken revision of the
new one.
- Changed makeLoad to first load the savegame fully into memory and only
then handle it (If the savegame's packed then it's unpacked first). If
the packed savegame can't tell its unpacked size (i.e. it's using zlib
format) then we'll try to load up to 256kB of the savegame data.
Thanks to wjp for his help with nailing this release critical bug.
svn-id: r33192
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svn-id: r33087
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svn-id: r32951
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index. Probably because it's undefined whether or not it's signed.)
svn-id: r32637
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svn-id: r32366
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svn-id: r32257
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svn-id: r31651
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svn-id: r31444
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svn-id: r29860
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MAX_OBJECTDATA to MAX_VAR
svn-id: r29853
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svn-id: r29843
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- added new debug channel for sound
- updated 2 opcodes comments
svn-id: r29790
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svn-id: r29758
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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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dynamically allocated.
svn-id: r26879
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svn-id: r26865
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svn-id: r26864
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indentation of previous commit
svn-id: r26863
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masking (see also bug #1624797)
svn-id: r26861
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manage *cursor* palettes, so the name was misleading.
svn-id: r25500
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visible in most cases.
svn-id: r24766
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svn-id: r24738
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svn-id: r24320
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recently added (cursor) palette manager) so that the cursor can be properly
restored after returning from the GUI.
If there's any C++ magic that can keep the backend functions from being called
by anything else than these managing classes, that would probably be a good
idea. Also, since the cursor manager keeps a copy of the cursor image, perhaps
there are at least some backends that will no longer need to?
svn-id: r22639
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I walked back to the room where I first arrived. At that point, maskPtr was
NULL for reasons yet unknown.
svn-id: r21839
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svn-id: r21683
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eight bits. Perhaps it is. But it seems to match the output from DOSbox when
running Future Wars, and I tend to trust DOSbox in such matters.
svn-id: r21658
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svn-id: r21414
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svn-id: r21413
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- revised the way NUM_MAX_PARTDATA and NUM_MAX_ANIMDATA are used
- renamed some variables
- constify'ed function arguments
- minor cleanup
svn-id: r21338
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svn-id: r21321
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svn-id: r20859
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svn-id: r20857
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svn-id: r20851
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svn-id: r20846
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svn-id: r20835
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svn-id: r20821
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svn-id: r20813
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