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2017-08-06JANITORIAL: Silence more GCC 7 warningsTorbjörn Andersson
All these fall through were marked as deliberate, so again I've only changed the comment to silence GCC.
2016-05-21NEVERHOOD: Reduce audio header dependenciesOri Avtalion
2015-10-18NEVERHOOD: Pass NPoint as position instead of X in two more casesTorbjörn 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.
2015-10-11NEVERHOOD: Possible fix for bad car behaviourTorbjörn 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.
2014-12-07NEVERHOOD: Remove duplicate file hash definitionFilippos Karapetis
2014-12-07NEVERHOOD: Remove duplicate definesFilippos 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
2014-07-07NEVERHOOD: 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
2014-06-28NEVERHOOD: Fix for uninitialized variables for car ride logic.D G Turner
This fixes bug #6661 NEVERHOOD: Uninitialized variable during car ride.
2014-06-28NEVERHOOD: Initialize _newMoveDirection. Valgrind complained.Torbjörn Andersson
2014-06-05NEVERHOOD: 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.)
2014-05-04NEVERHOOD: 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.
2014-05-04NEVERHOOD: Fixed one of the issues in #6513Torbjörn 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.
2014-04-17NEVERHOOD: Fix bug #6540: 'NEVERHOOD: lightswitch graphical glitch'johndoe123
2014-04-17NEVERHOOD: Fix compilationjohndoe123
2014-04-17NEVERHOOD: Fix bug #6520: 'NEVERHOOD: buggy sound of the waterfall'johndoe123
2014-03-19NEVERHOOD: Fix some uninitialized variablesStrangerke
2014-02-20NEVERHOOD: Fix an off-by-one error in Klogg's lettersFilippos Karapetis
This fixes the buggy Willie letter appearing among the ones from Klogg (bug #6513)
2014-02-18NEVERHOOD: Make GPL headers consisten in themselves.Johannes Schickel
2014-02-16NEVERHOOD: Janitorial - Remove trailing spacesStrangerke
2014-01-14NEVERHOOD: Fix for bug #6481: 'NEVERHOOD: Wrong walk sound in navigation scene'johndoe123
2014-01-06NEVERHOOD: Correct fix for bug #6480johndoe123
The car clipping rectangle wasn't set correctly when the car is on the upper level.
2014-01-06NEVERHOOD: Fix bug #6480 "NEVERHOOD: Car glitches"johndoe123
2014-01-06NEVERHOOD: Use constants for messages in a couple of placesTorbjörn Andersson
Ideally, we should always use constants of course. But I guess we don't yet have sensible names for all messages.
2014-01-05NEVERHOOD: Simplify and document Module2800::createScene()Filippos Karapetis
2014-01-05NEVERHOOD: Stop the background music when showing disk playerTorbjörn Andersson
This is consistent with all other disk players in the game. Only this one had it starting the music instead. Probably a typo.
2013-12-25NEVERHOOD: Move car to the correct position when entering a new sceneFilippos Karapetis
2013-12-25NEVERHOOD: Change more message values to enumsFilippos Karapetis
2013-12-25NEVERHOOD: Change more message values to enumsFilippos Karapetis
2013-12-23NEVERHOOD: Add names to some message IDsFilippos Karapetis
2013-12-20NEVERHOOD: Allow skipping of the introductory credits with the space keyFilippos Karapetis
2013-11-02NEVERHOOD: Move some Klaymen animations specific to scene 1002Filippos Karapetis
Also, reorganize some of the functions in modules/module1000_sprites.cpp
2013-11-02NEVERHOOD: Really stop the radio music during the radio tower cutsceneFilippos Karapetis
2013-10-31NEVERHOOD: Add an option to skip the Hall of Records storyboard scenesFilippos 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
2013-10-06NEVERHOOD: Move more scene-specific Klaymen animations to their scenesFilippos Karapetis
2013-10-06NEVERHOOD: Move more scene-specific Klaymen animations to their scenesFilippos Karapetis
2013-10-06NEVERHOOD: Move more scene-specific Klaymen animations to their scenesFilippos Karapetis
2013-10-06NEVERHOOD: Move module-specific Klaymen code to its respective moduleFilippos Karapetis
2013-10-05NEVERHOOD: Move specialized Klaymen code for modules 1000 and 1100Filippos Karapetis
2013-10-05NEVERHOOD: Clean up some includesFilippos Karapetis
2013-10-05NEVERHOOD: Split sprites from their scenes in modules 1000 and 1100Filippos Karapetis
2013-10-05NEVERHOOD: Split sprites from their scenes in module 1200Filippos Karapetis
2013-10-05NEVERHOOD: Split sprites from their scenes in modules 1300 and 1400Filippos Karapetis
2013-10-05NEVERHOOD: Split sprites from their scenes in module 1600Filippos Karapetis
2013-10-05NEVERHOOD: Split sprites from their scenes in modules 1700 and 1800Filippos Karapetis
This also reduces inter-header dependencies
2013-10-05NEVERHOOD: Split sprites from their scenes in modules 2100 and 2200Filippos Karapetis
This also reduces inter-header dependencies
2013-10-01NEVERHOOD: Split some more sprites from their respective scenesFilippos Karapetis
This splits modules 2400, 2500 and 2600
2013-10-01NEVERHOOD: Split some more sprites from their respective scenesFilippos Karapetis
This splits modules 2700, 2900 and 3000
2013-09-27NEVERHOOD: Fix uninitialized variable in Scene1303 - CID 1022323Filippos Karapetis
2013-09-27NEVERHOOD: Remove unused variable - CID 1022328Filippos Karapetis
2013-09-27NEVERHOOD: Fix uninitialized variable in AsScene1002OutsideDoorBackground - ↵Filippos Karapetis
CID 1022329