Age | Commit message (Collapse) | Author |
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It doesn't come as a big surprise that the original handles this more or less in the same manner as LOL.
The Kyra games usually don't play many sfx at once. That's probably the reason why this never came up before.
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(y-coords for certain doors off by a few pixels)
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- added a missing function that causes keyboard key presses to trigger certain sound effects
- improve keyboard responsiveness during idle animations (HOF only)
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(this could happen if you create a new character, then immediately delete it, then return to the main menu via Esc and then load a save file)
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(this has to be done a bit different for PC-98, since - unlike the other currently supported platforms - PC-98 has ingame music)
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Don't use y-coords from LOL-PC98 (which are all 4/8 aligned due to its use of the text mode instead of graphics mode)
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(eliminate some duplicate code for dirty rect handling)
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(The PC-98 version has its own unique ending sequence)
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(unlike LOL/PC98 we have the same key codes as in the DOS version)
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(no block drawing yet)
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sjis font
The assumption till now was that PC-9801 games in 16 color mode will always use text mode for text display. However, EOB1 uses text mode for intro and ending sequence and graphics mode for ingame.
Add new font variant for this and also do some cleanup, since the text displayer code really needs it.
(The problem is that at least 3 different Japanese publishers did the Japanese ports for the various games and every one of them did his own hacks for his specific target.)
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- hook up static resources, sound code, etc
- nothing really working yet, though (except the music)
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(The Amiga version has as special warning message if the spell has already been cast on a character. This warning was not displayed).
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These are flagged by GCC if -Wswitch-default is enabled.
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(EOB 1 has a higher chance to receive a random item from certain monsters than EOB2 - this fixes that)
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The game would actually allow placing the 4 horns or the large red rings from the ringmaster riddle into the inventory ring slots. Simply, because these items are flagged that way in the data file (itemtype.dat). I wasn't aware of this until I happened to come across some youtube video. The video was from DosBox, but this doesn't make a difference.
This patch prevents placing these items into the ring slots.
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The game would error out when trying to return to the launcher via GMM right at the beginning (due to trying to load files based on incompletely initialized data).
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Rename some sound classes to reflect the recent file renamings.
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This is a followup to the last commit which fixes compilation. I wanted to have the pure file renaming separately.
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(Monster sounds are broken in the original, because the devs seem to have accidently left the sound track numbers from the DOS version. This will add a workaround.)
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(also fix some sound related bugs)
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(recalculate armor class after party transfer from EOB I to EOB II)
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The save file list needs a refresh after transfering a party from EOB I to EOB II. This did not always happen.
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- add warning for wrong font file: The German version of EOB II has a font file with more characters than the English version or the EOB I fonts. Users now get a warning/instruction if they have the wrong file.
- add translation support for all AmigaDOS font related warnings/errors
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The Amiga version actually has a real ending sequence (unlike the PC version).
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