Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-01-23 | SUPERNOVA: Raises save game limit to 99 | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Changes increment size for fade in/out | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes mouse events during intro | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Adds text speed variable | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Adds constants | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Removes comments | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Adds message prompt on exit | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Simplifies timing code | Joseph-Eugene Winzer | |
Removing remnants of the original code like _timeAlarmSystem. | |||
2018-01-23 | SUPERNOVA: Implements de-/serialization | Joseph-Eugene Winzer | |
WIP. It is currently broken. | |||
2018-01-23 | SUPERNOVA: Adds engine pause | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Adds room id to objects | Joseph-Eugene Winzer | |
This commit helps especially during serialization of the inventory to determine which room the object belongs to. | |||
2018-01-23 | SUPERNOVA: Extends MetaEngine for load/save support | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Formatting | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Adds RoomID to Rooms | Joseph-Eugene Winzer | |
GameManager::airless() determined if the space suit could be taken off by comparing the current room pointer to the allocated room objects. This led to indeterministic behavior as sometimes airless() would falsely return true as the dynamic allocation of the Room objects cannot be expected to be in a certain order. Implementing the corresponing RoomID to a Room objects solves this problem. | |||
2018-01-23 | SUPERNOVA: Ignores mouse clicks while sound is playing | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Implements Return To Launcher | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Adds structs for loading original save files | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Removes color macros | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes umlaut in object description | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Adds explicitly invalid state for Objects | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Substitutes static variables with privates | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes dimming when ship energy low | Joseph-Eugene Winzer | |
roomBrightness() saw the greatest change by ripping out dimColors(). I compared the result with the original game and I cannot see any difference by just reducing the palette brightness to 60%. | |||
2018-01-23 | SUPERNOVA: Fixes cockpit display | Joseph-Eugene Winzer | |
Cruising speed and distance were inaccurate. | |||
2018-01-23 | SUPERNOVA: Refactoring | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Adds console command 'giveall' | Joseph-Eugene Winzer | |
Adds crucial items to the inventory. It eases debugging while loading of savestates is not possible. | |||
2018-01-23 | SUPERNOVA: Refactoring | Joseph-Eugene Winzer | |
Renaming variables of GameState to avoid ambiguity. | |||
2018-01-23 | SUPERNOVA: Fixes overdraw of input | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Converts Object name and description to Strings | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Removes redundant code | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Changes parameter name of timeToString() | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Adjusts init time values | Joseph-Eugene Winzer | |
to the approximated ms per tick constant of 55ms. | |||
2018-01-23 | SUPERNOVA: Fixes setting alarm time on watch | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes too large edit() field | Joseph-Eugene Winzer | |
Before edit() cleared the input on screen by overdrawing it from x to the right side of the screen. This works fine for terminals but for example setting the watches alarm time it does not. The text font is 5x8 so overdrawing the max input length + 1 * 5 is sufficient to clear the screen from our input and the cursor. Also if the value ends up being too big it is clamped to the right side of the screen. | |||
2018-01-23 | SUPERNOVA: Removes redundant loops around edit() | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Renames ObjectID 'SLOT' | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Converts special characters | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Updates TODOs | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Removes getDOSTicks() | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Corrects GameState variable names | Joseph-Eugene Winzer | |
According to the naming convention class member variables need to be prefixed with an underscore. Unfortunately, I already started converting time constants when making this change so ticksToMsec() and constant changes are sprinkled over this commit. | |||
2018-01-23 | SUPERNOVA: Adds ticks to msec conversion macro | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes render error on death screen fadeout | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Implements turnOn() | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Adds ticks to msec conversion constant | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Removes TODOs | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes terminal in sleeping chamber | Joseph-Eugene Winzer | |
Instead of manipulating C-Strings edit() now takes a Common::String as a parameter and the terminal input gets redrawn after every keystroke what simplifies the function greatly. | |||
2018-01-23 | SUPERNOVA: Adds Alt-X as exit shortcut | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Corrects variables according to naming convention | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Fixes rerendering of the room | Joseph-Eugene Winzer | |
One sprite can consist of many sections that are concatenated in a linked list. | |||
2018-01-23 | SUPERNOVA: Adds Audio info for rocks | Joseph-Eugene Winzer | |
2018-01-23 | SUPERNOVA: Implements the remaining room definitions | Joseph-Eugene Winzer | |
While it compiles, it is still WIP. Also there has been some confusion about the numbering of the AxacussCorridor classes among other things that need to be done. |