Age | Commit message (Collapse) | Author |
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This class encases actions that happen over time (timer, animations, etc)
Each frame, the engine calls process() on each active ActionNode
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The pixel format for videos is not the same as for the rest of the game.
(Game: RGB 555, Video: RGB 565)
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TGA's aren't required to have a magic number in the header, but TGZ are.
Therefore it's easier to identify TGZ files.
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LzssReadStream::decompressBytes()
The other code would go through each of the for loops and do nothing due to EOS.
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.scr files
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reference.
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ResultAction objects
ResultAction is abstract, therefore, it can't be directly stored in the list
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result_action.h is #included before ZVision is declared, causing not declared compiler errors
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Create class templates for PlayAnimation, PreloadAnimation, and Attenuate
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The file only exist to hold the code. The actual tests will be
moved to an appropriate location later.
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Having the ScriptManager as a member variable forced it to be const,
which prevented any non cont methods to be used. Thus, ScriptManager is
created on the heap and disposed after use.
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Instead of storing everything on the heap, only store Strings on the heap.
For Strings, store a char array pointer instead of an actual String object
since String objects are fairly large.
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