Age | Commit message (Collapse) | Author |
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Fixes a glitch in Bambou, where the intro movie is cut off to
soon.
svn-id: r55432
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This fixes the inventory list flickering in live videos :)
svn-id: r55430
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Fixes some inventory list uglyness in live videos.
It still flickers when mousing over it though, and keeps popping
when mousing over the register during the hotel scene
svn-id: r55429
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The length of the slot 0 string determines the list's width
svn-id: r55426
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Mission 34 shooter must return 1 in order to proceed to the point & click part of the game.
svn-id: r55425
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svn-id: r55421
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svn-id: r55418
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This fixes the intro needing an extra ESC.
Interestingly, the intro movie is actually interactive. You can
influence the paths Max takes by pressed the arrow keys at the
right times.
svn-id: r55411
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To be able ESC videos, you need to switch on ESC in the settings
in the right part of the menu, because the scripts needs to
trigger the drawing of the last frame of the ESC'd video.
Otherwise, the graphics e.g. stops mid-frame during a turn.
svn-id: r55407
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svn-id: r55406
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For some reason, the original engine saves the console sprite to
disk instead of reconstructing it after loading the actual save...
Invalidates the Urban Runner saves again. Should be the last time,
though.
svn-id: r55384
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Not exactly the "nice", since up-depthing the sprite data to 24bit
happens after it has been adapted to the current system's color
format, so we're going to gradually lose precision when the save
gets passed around different systems. Still, this is the least
headachy solution, I guess...
svn-id: r55383
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svn-id: r55377
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Since I just invalided the old Urban Runner saves anyway...
svn-id: r55376
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svn-id: r55375
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Saving there still won't work though
svn-id: r55374
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Needed for the buttons in the Playtoons series
svn-id: r55359
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svn-id: r55358
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svn-id: r55357
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svn-id: r55355
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svn-id: r55354
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svn-id: r55353
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svn-id: r55352
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svn-id: r55351
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Because it gets on my nerves :P
svn-id: r55350
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svn-id: r55349
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Fixes some glitches at the end of live videos
svn-id: r55347
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Urban Runner decouples _frontSurface and
_spritesArray[kFrontSurface] at that screen... *sigh*
svn-id: r55346
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svn-id: r55344
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svn-id: r55340
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Many thanks to SylvainTV. :)
Urban Runner might actually be completeable now.
One caveat: Hotspots at that hotel sequence are a bit glitchy...
svn-id: r55333
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svn-id: r55323
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svn-id: r55321
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Add an quick hack to fudge reading of the "voice.inf" file,
so that the voice match the selected text language.
svn-id: r55298
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svn-id: r55297
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svn-id: r55296
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The scripts seem to depend on var32_236 to be cleared at the
start of each new script file.
svn-id: r55295
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svn-id: r55294
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Makes the "Try again" after a death work
svn-id: r55293
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svn-id: r55290
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svn-id: r55289
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svn-id: r55287
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Thanks to SylvainTV :)
svn-id: r55286
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svn-id: r55284
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Fixes the blockiness and apparent color shifting in some Urban Runner menu icons.
svn-id: r55283
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Since Urban Runner casts int16s to uint32 before pushing them onto the
stack and after popping assumes it's little endian, we have explicitely
preserve the variable space endianness while pushing/popping.
svn-id: r55277
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Fixes Urban Runner loading.
This being broken has the potential of messing up
/everything/ in unpredictable ways, so saves of games using
this opcode may be borked. Thankfully, I *think* it's just
Urban Runner, which isn't working/supported yet anyway.
svn-id: r55276
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svn-id: r55275
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svn-id: r55274
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svn-id: r55273
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