Age | Commit message (Collapse) | Author |
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svn-id: r49095
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svn-id: r48764
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svn-id: r48287
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svn-id: r45616
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Amiga version of the game.
svn-id: r44263
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highlight selection is still wrong though.)
svn-id: r44231
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svn-id: r44224
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"OS: Assert starting demo (regression)".
svn-id: r43743
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- Now the doors actually do revolve when before they didn't.
- The fix was to alias the 9th background with the collision
page directly when loading collision page data. This way
changes written to the 9th background go to the collision
page and vice versa (And there were changes in the labyrinth).
- Also converted _bgTable from a pure array to a Common::Array
svn-id: r41453
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Also fix some bugs that came up in testing of Cine::Palette.
svn-id: r41386
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svn-id: r34840
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conflicted with taking screenshots using Alt-s. Great. Hopefully F11 doesn't conflict with anything useful.
svn-id: r33877
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FWRenderer::setCommand use a Common::String. Hopefully this might help with the command buffer overflow stuff, although this isn't a fix for the problem behind it, just a bandaid.
svn-id: r33793
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(Negative colors are used for timed text boxes that are totally transparent, only the text is drawn).
svn-id: r33790
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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: 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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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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indentation of previous commit
svn-id: r26863
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masking (see also bug #1624797)
svn-id: r26861
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kidding, I'm still testing the SVN change.)
svn-id: r24806
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svn-id: r24738
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interface, so it's still even worse than in the original interpreter (just like
in cinE, presumably), but at least it no longer crashes when loading the saved
game, and hopefully the correct palette is saved.
svn-id: r21718
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svn-id: r21414
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svn-id: r21321
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svn-id: r20851
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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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