Age | Commit message (Collapse) | Author |
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- in nightmare sequence in dungeon level -4
- can not always be noticed
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(eliminate some duplicate code for dirty rect handling)
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Seems that I accidently removed some of digitall's changes while rebasing (I moved that particular code block to a new function).
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Object now destructs cleanly even before init() has been called. This has no practical relevance, but should be fixed nonetheless.
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(The PC-98 version has its own unique ending sequence)
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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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The PC98 version has a modified version of decodeFrame4() and also requires planar decoding (similiar to Amiga).
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- hook up static resources, sound code, etc
- nothing really working yet, though (except the music)
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These are flagged by GCC if -Wswitch-default is enabled.
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Unfortunately I don't understand the reason for the PSP and OpenPandora failure. The (should be irrelevant) DarkmoonSequenceHelper changes are just a try...
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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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(This can't happen through normal gameplay, but still better to be fixed)
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- only basic support - no kerning, spacing, etc., since EOB doesn't need that
- also improve palette loading
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First efforts to get this running. The intro is shown with severe palette glitches. The Main Menu does not show, thanks to the lack of font drawing.
- implement endian aware stream wrapper for amiga files
- implement sound file handling
- implement some Amiga palette handling
- etc
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Reorganize all files in sub directories. The file placement isn't as intuitive as it might be for other engines, which is probably the reason why this hasn't been done before.
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