Age | Commit message (Collapse) | Author |
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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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with GCC).
svn-id: r33196
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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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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: r32257
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svn-id: r31651
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svn-id: r29860
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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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been updated.
svn-id: r28966
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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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Also removed the use of Common::File global objects.
svn-id: r27021
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some functions and variables).
svn-id: r27006
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indentation of previous commit
svn-id: r26863
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svn-id: r26222
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some global objects)
svn-id: r25684
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kidding, I'm still testing the SVN change.)
svn-id: r24806
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svn-id: r24785
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svn-id: r24750
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need more testing.)
svn-id: r24747
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games"
svn-id: r24731
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svn-id: r24718
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svn-id: r24678
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svn-id: r24659
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svn-id: r24320
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to be packed, so I've removed the packing and added the 'refresh' field to
AnimData instead of having it as a separate array.
On the other hand, animHeaderStruct and animHeader2Struct *should* have been
packed, but weren't. I've changed they way they are initialised so that the
packing should no longer matter for them either.
svn-id: r22651
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svn-id: r21815
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element to the savefile, including data pointers. After reading the savefile,
it would then test if ptr1 was NULL, to see if it should load the object.
I've extended the savefile format with a byte to indicate whether or not ptr1
was non-NULL. This seems to fix the problems I had with with loading savegames,
but of course any old savegame is now even more broken than before.
I still can't seem to get out of the room with the machine, though. Another
regression when migrating the code from cinE, or just my ability to get past
this annoying, timed puzzle?
svn-id: r21772
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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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function. It's now possible to choose between English and French menus, and the
command string preposition in English is "on", not "sur".
There are still plenty of hard-coded French messages to do with savegame
handling. I haven't done anything about them.
svn-id: r21682
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svn-id: r21414
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svn-id: r21321
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svn-id: r21189
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svn-id: r21014
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svn-id: r20957
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svn-id: r20857
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- added a const/static here and there
- started to reduce header dependencies
svn-id: r20856
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svn-id: r20851
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svn-id: r20837
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svn-id: r20821
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svn-id: r20813
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