Age | Commit message (Collapse) | Author |
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updateScreen)
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now possible
- Add blastSprite method which draws a sprite directly to the frontScreen without the renderQueue
- Add F10 scancode in sfHandleInput to open the menu
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- Rename updateScreen to drawScreen
- Move code from sfUpdateScreen to engine updateScreen
- Use better screen sync code to get closer to the original game's speed
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hardcoded ones)
- ...and load the system strings from the resource on startup
- Only redraw menu screen when required
- Change parameters for some text functions from byte* to const byte*
- Rename some mouse vars
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to skipThumbnail)
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crash before the first scene
- sfHandleInput
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in makeRawStream)
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This change also unveiled a serious problem: the same include files are used EVERYWHERE (e.g. code manipulating the screen is using sound includes). Added a FIXME concerning this
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before, though I don't recall why exactly I did that; now I use the font height as-is)
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editing of the savegame description
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fixed some early bugs
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- Minor cleanup
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not 64 like in the original)
- Minor cleanup
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