Age | Commit message (Collapse) | Author |
|
catch out of bounds access errors that may cause memory corruption.
svn-id: r33725
|
|
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
|
|
- 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
|
|
33632-33633,33635,33637,33639-33640,33642-33645,33648,33654-33655,33664,33667-33670,33673-33674,33678,33682,33686-33691,33693,33696,33698,33700,33703,33708,33710,33712-33714,33716 via svnmerge from
https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk
svn-id: r33720
|
|
added with opcode 0xA4 (o2_loadMask22) and removed with opcode 0xA5 (o2_unloadMask22)). Things might be wrong so needs testing! WIP!
svn-id: r33713
|
|
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
|
|
savegame name typing. One can move with the cursor keys anyway.
svn-id: r33710
|
|
svn-id: r33708
|
|
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
|
|
volume, previously always played with full volume. Doesn't differentiate between playing sound effects and music!).
svn-id: r33700
|
|
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
|
|
svn-id: r33689
|
|
Stealth to avoid possible memory corruptions.
svn-id: r33688
|
|
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
|
|
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
|
|
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
|
|
svn-id: r33670
|
|
svn-id: r33669
|
|
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
|
|
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
|
|
in Santa Paragua in at least the 256 color PC version of Operation Stealth.
svn-id: r33644
|
|
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
|
|
Operation Stealth (The John Glames variant).
svn-id: r33642
|
|
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
|
|
33188-33189,33191-33193,33196,33198,33202-33203,33206,33210,33212,33218-33220,33222,33224-33226,33229-33243,33246,33248-33250,33252,33258-33261,33263,33266,33270,33272-33283,33285,33287-33290,33295-33298,33321,33325-33330,33332-33335,33337-33340,33342,33345,33347,33349-33350,33352-33357,33359-33367,33369-33371,33373,33375-33377,33379-33380,33383-33385,33387-33389,33392-33394,33400-33402,33404-33405,33407-33410,33412-33416,33418-33419,33425-33427,33432,33436-33438,33444,33446,33452-33453,33455-33459,33463-33464,33466-33471,33473-33474,33478,33490,33492,33495-33496,33509-33512,33518-33519,33522-33527,33529-33530,33537,33541,33544,33546,33550,33552-33554,33556,33558,33561-33562,33565,33568,33570,33574,33576,33578-33581,33584-33587,33590,33596,33604-33611,33614-33615,33617-33618,33620-33621 via svnmerge from
https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk
svn-id: r33624
|
|
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
|
|
Fixes Operation Stealth savegame loading! HURRAH! FINALLY!
svn-id: r33530
|
|
- 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
|
|
svn-id: r33446
|
|
svn-id: r33444
|
|
svn-id: r33422
|
|
added a new class DumpFile for writing
svn-id: r33412
|
|
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
|
|
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
|
|
whole savefile. Made objectStruct's clearing also clear x and y member variables in resetEngine.
svn-id: r33407
|
|
- 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
|
|
svn-id: r33383
|
|
actually 256 global variables although only 255 of them are saved and loaded from savegames. The last one is VAR_BYPASS_PROTECTION and it is written to in the mainLoop so that's why there was a crash).
svn-id: r33380
|
|
- 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
|
|
format loading (loadSeqList and loadZoneQuery). Not used yet.
svn-id: r33367
|
|
loading the Operation Stealth savegame format.
svn-id: r33366
|
|
loading yet.
svn-id: r33365
|
|
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
|
|
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
|
|
svn-id: r33339
|
|
loadPlainSave etc).
svn-id: r33338
|
|
- Opcode 0x49: setDefaultMenuColor2 -> setDefaultMenuBgColor
- Opcode 0x68: setDefaultMenuColor -> setPlayerCommandPosY
svn-id: r33240
|
|
svn-id: r33202
|
|
with GCC).
svn-id: r33196
|
|
- 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
|