Age | Commit message (Collapse) | Author |
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svn-id: r44224
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svn-id: r38287
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svn-id: r38278
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svn-id: r35648
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svn-id: r33670
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in Santa Paragua in at least the 256 color PC version of Operation Stealth.
svn-id: r33644
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- Made resource loading functions (loadSpl, loadMsk etc)
return the number of the animDataTable entry right after
the loaded data.
- Made resource loading functions always load multiframe
data into directly sequential animDataTable entries
(Hopefully this won't break anything).
svn-id: r33529
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- Opcode 0x49: setDefaultMenuColor2 -> setDefaultMenuBgColor
- Opcode 0x68: setDefaultMenuColor -> setPlayerCommandPosY
svn-id: r33240
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- 0x83: o2_isSeqRunning (Should it be named o2_isSeqNotRunning?)
-- Added previously missing test part
-- Negated the result (It was backwards before!)
svn-id: r32804
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svn-id: r32802
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svn-id: r32801
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Fixed opcodes (related to zoneQuery):
- 0x08: o1_checkCollision
- 0x9A: o2_wasZoneChecked
NOTE: Savegame support for the zoneQuery data is broken
svn-id: r32790
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svn-id: r32789
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- 0x82: o2_modifySeqListElement (Was o2_op82)
Seeks a matching element from the seqList and modifies its values.
svn-id: r32786
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- 0x8D: o2_op8D (Didn't come up with a descriptive name yet)
Compares ranges of x, y and mask parameters between two objects.
Possibly some kind of an intersection testing function?
svn-id: r32785
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- 0xA0: o2_addGfxElementType20 (Was o2_addGfxElementA0)
Implemented opcodes:
- 0xA1: o2_removeGfxElementType20 (Was o2_removeGfxElementA0)
- 0xA2: o2_addGfxElementType21 (Was o2_opA2)
- 0xA3: o2_removeGfxElementType21 (Was o2_opA3)
NOTE: Drawing of type 21 overlay elements isn't coded yet.
svn-id: r32769
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svn-id: r32393
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svn-id: r32336
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version's disassembly).
svn-id: r32335
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Future Wars's opcodes' end point).
svn-id: r32328
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unknown functions properly and some notes about opcode redundancies.
svn-id: r32327
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svn-id: r32257
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svn-id: r31651
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