Age | Commit message (Collapse) | Author |
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svn-id: r33444
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any...
Renamed functions:
* addScriptToList0 -> addScriptToGlobalScripts
* executeList0 -> executeGlobalScripts
* executeList1 -> executeObjectScripts
* purgeList1 -> purgeObjectScripts (Also added a clarifying TODO to this function)
* purgeList0 -> purgeGlobalScripts (Also added a clarifying TODO to this function)
svn-id: r33409
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whole savefile. Made objectStruct's clearing also clear x and y member variables in resetEngine.
svn-id: r33407
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- Emulating the Future Wars savegame loading routine and hoping for the best.
- Fixes an array out of bounds access when loading the global scripts.
Now the loading crashes in the mainloop in processSeqList!
But at least we got a bit farther this time. More fixing to come...
svn-id: r33404
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svn-id: r33383
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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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format loading (loadSeqList and loadZoneQuery). Not used yet.
svn-id: r33367
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loading the Operation Stealth savegame format.
svn-id: r33366
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loading yet.
svn-id: r33365
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Operation Stealth savegame format.
Added a stub for loading the Operation Stealth's temporary savegame format (Not yet implemented).
Made mouse cursor change to a disk icon when loading a savegame and back to normal after its done.
svn-id: r33362
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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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svn-id: r33339
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loadPlainSave etc).
svn-id: r33338
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svn-id: r33202
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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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33052-33053,33056-33058,33061-33064,33068,33070,33072,33075,33078-33079,33083,33086-33087,33089,33094-33096,33098-33099,33104,33108-33109,33114-33117,33120,33135-33146,33160,33162,33165,33167-33169 via svnmerge from
https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk
svn-id: r33183
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debugging the formats).
svn-id: r33096
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- Consists of a workaround for a script bug that used local
variable 251 when it should've used global variable 251.
- Also added a fix for a crash when failing copy protection
in Amiga or Atari ST versions of Future Wars.
NOTE: That any of the Amiga or Atari ST versions of Future Wars
haven't crashed right in the beginning before seems like plain
luck because accessing local variable 251 is out of bounds!
svn-id: r33068
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32744-32745,32747,32750-32759,32762-32764,32769,32777,32783,32785-32786,32789-32791,32798-32799,32801-32807,32809-32812,32816-32817,32819-32821,32823-32830,32832-32836,32838-32844,32846-32850,32852-32854,32858-32859,32865-32868,32873-32874,32879,32883,32895,32899,32902-32904,32910-32912,32923-32924,32930-32931,32938,32940,32948-32949,32951,32960-32964,32966-32970,32972-32974,32976,32978,32983,32986-32990,32992,32994,33002-33004,33006-33007,33009-33010,33014,33017,33021-33023,33030,33033 via svnmerge from
https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk
svn-id: r33051
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svn-id: r32984
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instead of EventTypes. Reimplemented Queue as a List instead of Array. Updated AGOS, AGI, CINE, GOB, and KYRA to work with the current implementation of the GMM
svn-id: r32971
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svn-id: r32954
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- Added parts that were missing and fixed a couple of errors
-- One test was backwards and a global variable was written to when it shouldn't have been
Added global variable inputVar0 that's used in processSeqListElement
NOTE: inputVar0 isn't updated anywhere yet, so that's a TODO
svn-id: r32874
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svn-id: r32865
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added comments and checked that most 8-bit values used in this function are used as signed integers.
svn-id: r32850
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function wasn't very easy to reverse engineer so it may have flaws still, but let's hope it doesn't ;-)).
svn-id: r32848
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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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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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- 0x82: o2_modifySeqListElement (Was o2_op82)
Seeks a matching element from the seqList and modifies its values.
svn-id: r32786
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svn-id: r32771
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far agi, agos, and cine are now using the new _quit flag.
svn-id: r32770
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svn-id: r32257
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next_ghost)
svn-id: r31696
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svn-id: r31651
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svn-id: r31444
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svn-id: r30667
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svn-id: r30125
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svn-id: r29934
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svn-id: r29860
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svn-id: r29859
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svn-id: r29848
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svn-id: r29847
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svn-id: r29846
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svn-id: r29845
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svn-id: r29841
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svn-id: r29839
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svn-id: r29838
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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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svn-id: r29755
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