Age | Commit message (Collapse) | Author |
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svn-id: r33875
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svn-id: r33873
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girl from the ropes and swimming to the surface. Some global variables related to mouse position weren't being updated in executePlayerInput, now they are and things seem to work. Also enables moving in the labyrinth arcade sequence at the palace.
svn-id: r33872
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isn't used for anything else so one might as well use it for this.
svn-id: r33871
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svn-id: r33864
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svn-id: r33861
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svn-id: r33860
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svn-id: r33859
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To achieve this, I have rewritten the latter for both NS and BRA.
svn-id: r33858
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svn-id: r33837
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and checked the original for how the oxygen gauge during the first arcade sequence looks like. They're some kind of sprites most likely and not just simply filled rectangles).
svn-id: r33826
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_sndBuffer's allocation to SoundMgr's constructor and its deallocation to the destructor. Made fillAudio SoundMgr's method and removed a superfluous global static variable 'int16 *buffer'. Should help with the occasional crashes when starting the first sound in an AGI game.
svn-id: r33822
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svn-id: r33819
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svn-id: r33817
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function stopNote.
svn-id: r33816
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Also added initialization of _playing to false in SoundMgr's constructor. Hopefully helps with the occasional crashes in the sound code when starting the first sound in an AGI game.
svn-id: r33815
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Valgrind warning at sound.cpp:611.
svn-id: r33812
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occasionally). Now using the Common::Rect for clipping, yay! It's good.
svn-id: r33811
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loadMsg handle input data that has empty strings residing just beyond the input buffer (Thanks Valgrind :-)).
svn-id: r33810
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svn-id: r33809
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shadows a previous local.
svn-id: r33808
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svn-id: r33807
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svn-id: r33805
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another mouse button waiting loop into the function's end (It's in both Future Wars and Operation Stealth). Fixes inventory showing in Operation Stealth.
svn-id: r33795
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FWRenderer::setCommand use a Common::String. Hopefully this might help with the command buffer overflow stuff, although this isn't a fix for the problem behind it, just a bandaid.
svn-id: r33793
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by the opcode 0x49 'o1_setDefaultMenuBgColor'. Should fix the 'text hard to read' problems.
svn-id: r33792
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(Negative colors are used for timed text boxes that are totally transparent, only the text is drawn).
svn-id: r33790
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as that's what it is (No need for using malloc & free anymore). Previously we would've tried to free an array that wasn't heap-allocated in freePoldatDat (Freeing fontParamTable_standard or fontParamTable_alt), that's fixed.
svn-id: r33786
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palEntriesCount variable as it's now equivalent to palArray.size().
svn-id: r33785
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function. Reworked loadTextData a bit so there are no two loops for the same thing (Also renamed some of the local variables).
svn-id: r33784
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numElementInPart variable as it's now equivalent with partBuffer.size().
svn-id: r33783
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the input says the data's unpacked size is less than its packed size (This shouldn't ever happen with non-corrupted data).
svn-id: r33782
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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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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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