Age | Commit message (Collapse) | Author |
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to the function.
svn-id: r33781
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(startup will fail nonethelesse since we have different pak file names)
svn-id: r33777
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invalid free()), so that I can start and quit the game without any unexpected
warnings. (The obvious next step, of course, would be to actually *play* the game
for a bit...)
svn-id: r33766
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Bugfix: Glitches with several layouts when using Aspect Ratio Correction.
svn-id: r33764
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moment, I'm
not aware of any game that actually uses this XMIDI feature, so its primary
function right now is to silence lots of warnings while running the DOS version
of Simon the Sorcerer 2.
svn-id: r33763
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svn-id: r33761
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svn-id: r33758
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svn-id: r33756
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svn-id: r33742
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based on a patch from Chris Page).
svn-id: r33736
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svn-id: r33733
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Common::Array. Should help catch out of bounds access errors that may cause memory corruption.
svn-id: r33727
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to catch out of bounds access errors which may cause memory corruption.
svn-id: r33726
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catch out of bounds access errors that may cause memory corruption.
svn-id: r33725
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better when it reaches zero this way although in its fully charged state it still does look a bit off. Disassembly seems to agree with not flipping the overlays so I'm going with this one for now).
svn-id: r33722
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- Makes oxygen gauge during first arcade sequence visible as it gave drawPlainBox a height of zero.
Made type 21 overlays be drawn as type 22 (Filled rectangle).
- For an example the oxygen gauge during the first arcade sequence is a type 21 overlay.
Flipped type 21 & 22 overlays as it looks correct for the oxygen gauge.
These features are quite WIP, they need testing to see if they're correct.
svn-id: r33721
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and improve the workaround
svn-id: r33714
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added with opcode 0xA4 (o2_loadMask22) and removed with opcode 0xA5 (o2_unloadMask22)). Things might be wrong so needs testing! WIP!
svn-id: r33713
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function's type 20 overlay case (Previously var5 wasn't updated anywhere!). Also added a lower bound for var5's value into a comparison (Previously only the upper bound was tested for).
svn-id: r33712
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savegame name typing. One can move with the cursor keys anyway.
svn-id: r33710
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svn-id: r33708
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Also added decrypting of the crypted AUTO00.PRC for this particular version.
Now this version should work but no CD audio support for it yet though.
svn-id: r33703
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volume, previously always played with full volume. Doesn't differentiate between playing sound effects and music!).
svn-id: r33700
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moment):
- Should make it possible to complete the first arcade sequence legitimately
Renamed input variables (Their names were mixed up between Future Wars and Operation Stealth):
- Future Wars's inputVar1 -> egoMovedWithKeyboard
- Future Wars's inputVar2 -> xMoveKeyb
- Future Wars's inputVar3 -> yMoveKeyb
- Operation Stealth's inputVar0 -> xMoveKeyb
- Operation Stealth's inputVar1 -> yMoveKeyb
svn-id: r33698
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Expanded documentation.
Added support for sub-blitting in the vector renderer.
svn-id: r33697
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svn-id: r33696
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svn-id: r33693
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Misc fixes.
svn-id: r33692
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svn-id: r33691
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svn-id: r33690
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svn-id: r33689
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Stealth to avoid possible memory corruptions.
svn-id: r33688
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This may help with some memory corruption issues when for an example trying to draw the player's command string out of screen.
svn-id: r33687
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Operation Stealth:
- Made waitForPlayerClick updating more like in the original.
- Moved removeMessages to after the frame drawing in main loop hoping to be more like the original.
- Added an additional test to Operation Stealth's implementation of overlay type 2 drawing.
- Added an additional parameter incrementing and testing to Operation Stealth's removeMessages.
Hopefully this won't cause any regressions in Future Wars!
svn-id: r33686
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native
MIDI driver instead of Adlib.
svn-id: r33678
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svn-id: r33674
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position to avoid getting stuck.
The player's position is changed only by *one* pixel but it helps
and makes it possible to carry on with the game (Previously the player was totally stuck).
svn-id: r33673
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svn-id: r33670
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svn-id: r33669
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function.
Fixes teleporting bug when getting out of the water after first arcade sequence.
The player previously got teleported to the beach near the hotel. Now it doesn't happen.
The player is still caught motionless and can't move after this fix though...
svn-id: r33668
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This way the arcade sequence is completable now.
This hack should be removed later and the first
arcade sequence be made properly playable!
svn-id: r33667
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console warnings)
svn-id: r33664
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svn-id: r33655
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svn-id: r33654
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in Santa Paragua in at least the 256 color PC version of Operation Stealth.
svn-id: r33644
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This fixed a crash in Operation Stealth when walking out of the airport
(Some file couldn't be opened and the game crashed because of that.
Now it doesn't crash but handles the missing file gracefully).
svn-id: r33643
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Operation Stealth (The John Glames variant).
svn-id: r33642
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svn-id: r33640
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metadata if nothing is selected)
svn-id: r33639
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Previously prompt didn't get updated all the time,
like e.g. when selecting EXAMINE and moving the
cursor over to DOOR and then moving the cursor to
a place where there was no selectable object. The
prompt would've still shown "EXAMINE DOOR", now
it shows just "EXAMINE" which is correct AFAIK.
svn-id: r33637
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