Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-08-06 | JANITORIAL: Silence more GCC 7 warnings | Torbjörn Andersson | |
All these fall through were marked as deliberate, so again I've only changed the comment to silence GCC. | |||
2016-05-21 | NEVERHOOD: Reduce audio header dependencies | Ori Avtalion | |
2015-10-18 | NEVERHOOD: Pass NPoint as position instead of X in two more cases | Torbjörn Andersson | |
According to johndoe it's correct to pass the entire coordinate, rather than just X, to the car in these cases as well. I can't tell any difference at all in the behavior, but I guess it doesn't hurt either. After all, we can easily zero the Y coordinate, if we ever want to. | |||
2015-10-11 | NEVERHOOD: Possible fix for bad car behaviour | Torbjörn Andersson | |
This is something I found when trying the savegame from bug #6932, but I still don't know if it actually is that bug. From what I understand, there are two different cases in the moveCarToPoint() method: One where you click on a different section on a track than you're on, and one where you click on the same section on the track that you're on. In the latter case, it sends message 0x2004 to the car, which is then handled by AsCommonCar::handleMessage(). That one will assume that the parameter is a point, but this can also be encoded as an integer with 16 bits for the X coordinate and 16 bits for the Y coordinate. See MessageParam::asPoint(). If we only pass an X coordinate to the message, the Y coordinate is assumed to be 0, and we do this in a couple of places. I do not know the exact implications of that, but in the two cases I've changed here, it meant that clicking on the track below the car would still make it go up, because it thought you were travelling towards the top of the screen. So I think this is the appropriate fix, but even if it is, I do not know if it's enough or if it should be changed in other places as well. | |||
2014-12-07 | NEVERHOOD: Remove duplicate file hash definition | Filippos Karapetis | |
2014-12-07 | NEVERHOOD: Remove duplicate defines | Filippos Karapetis | |
These have been left behind after the split of the scenes and the scene sprites. Thanks to fingolfin for pointing out the duplicate defines | |||
2014-07-07 | NEVERHOOD: Play a single sound when losing the memory puzzle (bug #6672) | Filippos Karapetis | |
When the memory puzzle is reset, each revealed tile gets hidden again. When a lot of tiles were hidden, the multiple clicking sounds would fill the available sound slots. To avoid this, only a single click is sounded when losing | |||
2014-06-28 | NEVERHOOD: Fix for uninitialized variables for car ride logic. | D G Turner | |
This fixes bug #6661 NEVERHOOD: Uninitialized variable during car ride. | |||
2014-06-28 | NEVERHOOD: Initialize _newMoveDirection. Valgrind complained. | Torbjörn Andersson | |
2014-06-05 | NEVERHOOD: Fix radio part of bug #6513 ("Some nasty bugs") | Torbjörn Andersson | |
This clears the radio music variable when leaving the room. I've discussed with johndoe123 and he says this is what the original does. (You could also get the same effect by clearing it when entering the room.) | |||
2014-05-04 | NEVERHOOD: Fixed off-by-one error in getTextIndex3() | Torbjörn Andersson | |
This is the same fix that was applied to getKloggsTextIndex() some time ago. It restores a missing Willie nonsense letter. While I haven't actually verified for myself that this letter appears in the original game, it is referenced in Wikipedia's article about Absalom. | |||
2014-05-04 | NEVERHOOD: Fixed one of the issues in #6513 | Torbjörn Andersson | |
The getKloggsTextIndex() function would return 40 twice in a row when wrapping around. This caused one of Willie's nonsense letters to appear instead, since they're supposed to trigger when getTextIndex1() returns the same result more than once. The same bug also appeared (and has been fixed) in getTextIndex3(), but there it just caused the same nonsense letter to appear twice. | |||
2014-04-17 | NEVERHOOD: Fix bug #6540: 'NEVERHOOD: lightswitch graphical glitch' | johndoe123 | |
2014-04-17 | NEVERHOOD: Fix compilation | johndoe123 | |
2014-04-17 | NEVERHOOD: Fix bug #6520: 'NEVERHOOD: buggy sound of the waterfall' | johndoe123 | |
2014-03-19 | NEVERHOOD: Fix some uninitialized variables | Strangerke | |
2014-02-20 | NEVERHOOD: Fix an off-by-one error in Klogg's letters | Filippos Karapetis | |
This fixes the buggy Willie letter appearing among the ones from Klogg (bug #6513) | |||
2014-02-18 | NEVERHOOD: Make GPL headers consisten in themselves. | Johannes Schickel | |
2014-02-16 | NEVERHOOD: Janitorial - Remove trailing spaces | Strangerke | |
2014-01-14 | NEVERHOOD: Fix for bug #6481: 'NEVERHOOD: Wrong walk sound in navigation scene' | johndoe123 | |
2014-01-06 | NEVERHOOD: Correct fix for bug #6480 | johndoe123 | |
The car clipping rectangle wasn't set correctly when the car is on the upper level. | |||
2014-01-06 | NEVERHOOD: Fix bug #6480 "NEVERHOOD: Car glitches" | johndoe123 | |
2014-01-06 | NEVERHOOD: Use constants for messages in a couple of places | Torbjörn Andersson | |
Ideally, we should always use constants of course. But I guess we don't yet have sensible names for all messages. | |||
2014-01-05 | NEVERHOOD: Simplify and document Module2800::createScene() | Filippos Karapetis | |
2014-01-05 | NEVERHOOD: Stop the background music when showing disk player | Torbjörn Andersson | |
This is consistent with all other disk players in the game. Only this one had it starting the music instead. Probably a typo. | |||
2013-12-25 | NEVERHOOD: Move car to the correct position when entering a new scene | Filippos Karapetis | |
2013-12-25 | NEVERHOOD: Change more message values to enums | Filippos Karapetis | |
2013-12-25 | NEVERHOOD: Change more message values to enums | Filippos Karapetis | |
2013-12-23 | NEVERHOOD: Add names to some message IDs | Filippos Karapetis | |
2013-12-20 | NEVERHOOD: Allow skipping of the introductory credits with the space key | Filippos Karapetis | |
2013-11-02 | NEVERHOOD: Move some Klaymen animations specific to scene 1002 | Filippos Karapetis | |
Also, reorganize some of the functions in modules/module1000_sprites.cpp | |||
2013-11-02 | NEVERHOOD: Really stop the radio music during the radio tower cutscene | Filippos Karapetis | |
2013-10-31 | NEVERHOOD: Add an option to skip the Hall of Records storyboard scenes | Filippos Karapetis | |
Quoting from the Neverhood wiki: "The Hall of Records is considered to be one of the longest and most tedious elements of the Neverhood, and takes approximately nine to ten minutes to walk through". This option allows the player to just skip past all of these tedious storyboard scenes | |||
2013-10-06 | NEVERHOOD: Move more scene-specific Klaymen animations to their scenes | Filippos Karapetis | |
2013-10-06 | NEVERHOOD: Move more scene-specific Klaymen animations to their scenes | Filippos Karapetis | |
2013-10-06 | NEVERHOOD: Move more scene-specific Klaymen animations to their scenes | Filippos Karapetis | |
2013-10-06 | NEVERHOOD: Move module-specific Klaymen code to its respective module | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Move specialized Klaymen code for modules 1000 and 1100 | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Clean up some includes | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Split sprites from their scenes in modules 1000 and 1100 | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Split sprites from their scenes in module 1200 | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Split sprites from their scenes in modules 1300 and 1400 | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Split sprites from their scenes in module 1600 | Filippos Karapetis | |
2013-10-05 | NEVERHOOD: Split sprites from their scenes in modules 1700 and 1800 | Filippos Karapetis | |
This also reduces inter-header dependencies | |||
2013-10-05 | NEVERHOOD: Split sprites from their scenes in modules 2100 and 2200 | Filippos Karapetis | |
This also reduces inter-header dependencies | |||
2013-10-01 | NEVERHOOD: Split some more sprites from their respective scenes | Filippos Karapetis | |
This splits modules 2400, 2500 and 2600 | |||
2013-10-01 | NEVERHOOD: Split some more sprites from their respective scenes | Filippos Karapetis | |
This splits modules 2700, 2900 and 3000 | |||
2013-09-27 | NEVERHOOD: Fix uninitialized variable in Scene1303 - CID 1022323 | Filippos Karapetis | |
2013-09-27 | NEVERHOOD: Remove unused variable - CID 1022328 | Filippos Karapetis | |
2013-09-27 | NEVERHOOD: Fix uninitialized variable in AsScene1002OutsideDoorBackground - ↵ | Filippos Karapetis | |
CID 1022329 |