Age | Commit message (Collapse) | Author |
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and checked the original for how the oxygen gauge during the first arcade sequence looks like. They're some kind of sprites most likely and not just simply filled rectangles).
svn-id: r33826
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Valgrind warning at sound.cpp:611.
svn-id: r33812
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occasionally). Now using the Common::Rect for clipping, yay! It's good.
svn-id: r33811
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loadMsg handle input data that has empty strings residing just beyond the input buffer (Thanks Valgrind :-)).
svn-id: r33810
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svn-id: r33809
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shadows a previous local.
svn-id: r33808
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svn-id: r33807
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svn-id: r33805
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another mouse button waiting loop into the function's end (It's in both Future Wars and Operation Stealth). Fixes inventory showing in Operation Stealth.
svn-id: r33795
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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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by the opcode 0x49 'o1_setDefaultMenuBgColor'. Should fix the 'text hard to read' problems.
svn-id: r33792
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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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as that's what it is (No need for using malloc & free anymore). Previously we would've tried to free an array that wasn't heap-allocated in freePoldatDat (Freeing fontParamTable_standard or fontParamTable_alt), that's fixed.
svn-id: r33786
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palEntriesCount variable as it's now equivalent to palArray.size().
svn-id: r33785
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function. Reworked loadTextData a bit so there are no two loops for the same thing (Also renamed some of the local variables).
svn-id: r33784
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numElementInPart variable as it's now equivalent with partBuffer.size().
svn-id: r33783
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the input says the data's unpacked size is less than its packed size (This shouldn't ever happen with non-corrupted data).
svn-id: r33782
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to the function.
svn-id: r33781
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Common::Array. Should help catch out of bounds access errors that may cause memory corruption.
svn-id: r33727
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to catch out of bounds access errors which may cause memory corruption.
svn-id: r33726
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catch out of bounds access errors that may cause memory corruption.
svn-id: r33725
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better when it reaches zero this way although in its fully charged state it still does look a bit off. Disassembly seems to agree with not flipping the overlays so I'm going with this one for now).
svn-id: r33722
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- Makes oxygen gauge during first arcade sequence visible as it gave drawPlainBox a height of zero.
Made type 21 overlays be drawn as type 22 (Filled rectangle).
- For an example the oxygen gauge during the first arcade sequence is a type 21 overlay.
Flipped type 21 & 22 overlays as it looks correct for the oxygen gauge.
These features are quite WIP, they need testing to see if they're correct.
svn-id: r33721
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added with opcode 0xA4 (o2_loadMask22) and removed with opcode 0xA5 (o2_unloadMask22)). Things might be wrong so needs testing! WIP!
svn-id: r33713
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function's type 20 overlay case (Previously var5 wasn't updated anywhere!). Also added a lower bound for var5's value into a comparison (Previously only the upper bound was tested for).
svn-id: r33712
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savegame name typing. One can move with the cursor keys anyway.
svn-id: r33710
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svn-id: r33708
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Also added decrypting of the crypted AUTO00.PRC for this particular version.
Now this version should work but no CD audio support for it yet though.
svn-id: r33703
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volume, previously always played with full volume. Doesn't differentiate between playing sound effects and music!).
svn-id: r33700
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moment):
- Should make it possible to complete the first arcade sequence legitimately
Renamed input variables (Their names were mixed up between Future Wars and Operation Stealth):
- Future Wars's inputVar1 -> egoMovedWithKeyboard
- Future Wars's inputVar2 -> xMoveKeyb
- Future Wars's inputVar3 -> yMoveKeyb
- Operation Stealth's inputVar0 -> xMoveKeyb
- Operation Stealth's inputVar1 -> yMoveKeyb
svn-id: r33698
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svn-id: r33689
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Stealth to avoid possible memory corruptions.
svn-id: r33688
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This may help with some memory corruption issues when for an example trying to draw the player's command string out of screen.
svn-id: r33687
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Operation Stealth:
- Made waitForPlayerClick updating more like in the original.
- Moved removeMessages to after the frame drawing in main loop hoping to be more like the original.
- Added an additional test to Operation Stealth's implementation of overlay type 2 drawing.
- Added an additional parameter incrementing and testing to Operation Stealth's removeMessages.
Hopefully this won't cause any regressions in Future Wars!
svn-id: r33686
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position to avoid getting stuck.
The player's position is changed only by *one* pixel but it helps
and makes it possible to carry on with the game (Previously the player was totally stuck).
svn-id: r33673
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svn-id: r33670
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svn-id: r33669
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function.
Fixes teleporting bug when getting out of the water after first arcade sequence.
The player previously got teleported to the beach near the hotel. Now it doesn't happen.
The player is still caught motionless and can't move after this fix though...
svn-id: r33668
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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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in Santa Paragua in at least the 256 color PC version of Operation Stealth.
svn-id: r33644
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This fixed a crash in Operation Stealth when walking out of the airport
(Some file couldn't be opened and the game crashed because of that.
Now it doesn't crash but handles the missing file gracefully).
svn-id: r33643
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Operation Stealth (The John Glames variant).
svn-id: r33642
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Previously prompt didn't get updated all the time,
like e.g. when selecting EXAMINE and moving the
cursor over to DOOR and then moving the cursor to
a place where there was no selectable object. The
prompt would've still shown "EXAMINE DOOR", now
it shows just "EXAMINE" which is correct AFAIK.
svn-id: r33637
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specific).
- Implemented Operation Stealth specific part of getObjectUnderCursor
which handles negative frame values.
- Fixed a test case (Should test for ydif <= 0 although tested for ydif < 0).
- Made part-value be anded with 0x0F in a test case to comply with disassembly.
- Added comment about a test case which isn't present in the disassembly.
Removing it makes things crash sometimes so letting it be.
svn-id: r33620
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Fixes Operation Stealth savegame loading! HURRAH! FINALLY!
svn-id: r33530
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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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svn-id: r33446
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svn-id: r33444
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added a new class DumpFile for writing
svn-id: r33412
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when running Operation Stealth. Mostly a precaution as the seqList should be totally empty when running Future Wars as it doesn't use it.
svn-id: r33410
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