Age | Commit message (Collapse) | Author | |
---|---|---|---|
2012-02-11 | SCUMM: Remove unused variable, remove old comment | Robert Crossfield | |
2012-02-11 | SCUMM: Fix V0 Sound, and a direction issue (affected walking down the ladder) | Robert Crossfield | |
2012-02-11 | SCUMM: Improve comments | Robert Crossfield | |
2012-02-11 | SCUMM: V0 always turns actor towards camera when entering room, remove ↵ | Robert Crossfield | |
unnecessary loadcostume | |||
2012-02-11 | SCUMM: Remove unnecessary calls to animateActor | Robert Crossfield | |
2012-02-11 | SCUMM: Fix for V0 objects | Robert Crossfield | |
2012-02-11 | SCUMM: Fix Tentacle issue, and possibly some other animation issues | Robert Crossfield | |
2012-02-11 | SCUMM: fix actor climbing on plant or swimming pool ladder | Tobias Gunkel | |
Before, the actor will descend the ladder of the pool and maybe even into the the pool. Another issue fixed by this is the actor climbing onto the plant pot if you give something to it. | |||
2012-02-11 | SCUMM: fix for old savegames | Tobias Gunkel | |
2012-02-11 | SCUMM: Animations fix again, no need for the hack now | Robert Crossfield | |
2012-02-11 | SCUMM: Remove the setCmdFromDirection function | Robert Crossfield | |
2012-02-11 | SCUMM: Animation Fixes | Robert Crossfield | |
2012-02-11 | SCUMM: Fix the animation system, rename the Limb Frame Repeat variable | Robert Crossfield | |
2012-02-11 | SCUMM: keep track of the number of nested script calls for a sentence | Tobias Gunkel | |
command in v0 If for instance an object necessary for the sentence command is not reachable or pickupable (try to use faucet (object 55) with jar with water in microwave (object 50), the pick-up script of the jar will tell the actor to pickup object 99 (jar not in microwave)) the actor will try to pick-up the jar infinitely. This is fixed by counting the amount of nested scripts the sentence command has called (directly or indirectly) so far and aborts it if there have been too many. | |||
2012-02-11 | SCUMM: complete handling of pending walkTo actions for sentence commands | Tobias Gunkel | |
in v0 | |||
2012-02-11 | SCUMM: handle actor freeze in walkToActorOrObject() | Tobias Gunkel | |
2012-02-11 | SCUMM: fix o_setObjectName() | Tobias Gunkel | |
The parameter can either be a FG or BG object depending on the opcode. | |||
2012-02-11 | SCUMM: delete some obsolete v0 TODOs | Tobias Gunkel | |
2012-02-11 | SCUMM: Fix actor ID handling in v0 | Tobias Gunkel | |
Some object functions allow actor IDs and object IDs as parameters. They are easily distinguishable in engines > 0 as actor IDs are < _numActors and object IDs are bigger. In v0 this is not the case as there are objects with IDs like 3 and 5 (e.g. the hamster). So object ID handling was unified for v0 and the other engines by introducing objIsActor(), objToActor() and ActorToObj(). | |||
2012-02-11 | SCUMM: fix saving of array _byte_FCE2 | Tobias Gunkel | |
2012-02-11 | SCUMM: fix resetAllSounds() in player_sid | Tobias Gunkel | |
It actually was stopMusic() before and so stopped only the music and not all sounds. The former implementation is for the o_stopMusic opcode which is not supported directly by ScummVM (it always stops all sounds). It is kept as stopMusic_intern() but is not used anymore. | |||
2012-02-11 | SCUMM: remove unimplemented und unused method startMusic() in pce and apple2 ↵ | Tobias Gunkel | |
players | |||
2012-02-11 | SCUMM: do not convert a savegame twice | Tobias Gunkel | |
2012-02-11 | SCUMM: fix v0 mode handling and actor switching | Tobias Gunkel | |
- handle mode switching correctly - do not freeze scripts in cutscene mode (mode 0), as some scripts are freezed in mode 0 that should not be freezed - kModeNoNewKid (mode 2) needs the same userState as mode 3 - rename o_cursorCommand to o_setMode as it is not really cursor specific - handle actorHiding correctly (do not set costume to 0 as the previous costume cannot be reverted after hiding) - add drawSentence - document meanings for actor misc flags - fix actor names for "new kid" if the radiation suit is used (all kids are set to 0 then with actor 0 name " ") - cleanup actor switching routine - _userPut is not used anymore in v0 | |||
2012-02-11 | SCUMM: fix blank sentence line in v0 after cutscenes and remove unused ↵ | Tobias Gunkel | |
parameter of resetSentence() | |||
2012-02-11 | SCUMM: Re-arrange some things to make it closer to the original | segrax | |
2012-02-11 | SCUMM: Save the new variables, move the setting of the unknown variable to ↵ | segrax | |
after the setDirection call | |||
2012-02-11 | SCUMM: improve unknown variable support, add case 0xff to the animateactor ↵ | segrax | |
opcode | |||
2012-02-11 | SCUMM: v0 opcode review | Tobias Gunkel | |
- o_setObjectName has a default value - o_putActorAtObject can either operate on a fg or bg object Note: neither the default value nor the bg object opcode (4E) seem to be ever used by any script. So this commit is rather for completeness than for bug-fixing. | |||
2012-02-11 | SCUMM: fix opcode walkToObject in v0 | Tobias Gunkel | |
Before Michael did not develop the film correctly | |||
2012-02-11 | SCUMM: 2nd try to fix dungeon door timing | Tobias Gunkel | |
Shorten the timer delay does not work as escaping with a second kid is not possible too. Instead decrease engine speed during script execution. | |||
2012-02-11 | SCUMM: shorten delay for dungeon door closing action | Tobias Gunkel | |
Escaping with only one kid should not be possible anymore. | |||
2012-02-11 | SCUMM: Change vars to ints, remove unused variable for now | segrax | |
2012-02-11 | SCUMM: merge object v0 id and type into one object var | Tobias Gunkel | |
2012-02-11 | SCUMM: fix ScummEngine_v0::ifEqualActiveObject2Common() parameter name | Tobias Gunkel | |
2012-02-11 | SCUMM: merge _activeObjectNr/_activeObjectType and _cmdObjectNr/_cmdObjectType | Tobias Gunkel | |
2012-02-11 | SCUMM: fix debugger for v0 | Tobias Gunkel | |
2012-02-11 | SCUMM: Fix actor behind man-eating plant issue in v0. | Tobias Gunkel | |
Thanks segra for finding how it works in the original interpreter. The plant is handled specially and 0 is used instead of its y-position. | |||
2012-02-11 | SCUMM: Add in support in v0 for the unknown variable to o_animateActor | segrax | |
2012-02-11 | SCUMM: remove some NOTEs/TODOs | Tobias Gunkel | |
- o5_breakHere() seems to be still needed. For example edna does not manage to walk up the ladder if this is not enabled. - numLocalObjects seems to be big enough so that < instead of <= can be used. The original interpreter only uses the local ids 0 .. 44 whereas scummvm has _numLocalObjects set to 200. | |||
2012-02-11 | SCUMM: make what-is verb work in v0 again | Tobias Gunkel | |
2012-02-11 | SCUMM: reset object2 in v0 correctly | Tobias Gunkel | |
This fixes the issue that a kid will not enter the front door after opening it with the key. | |||
2012-02-11 | SCUMM: pop stack in v0 if command's object1 and 2 are the same | Tobias Gunkel | |
Otherwise the command will never be removed and the stack overflows | |||
2012-02-11 | SCUMM: improve verb and sentence handling | Tobias Gunkel | |
- execute sentence if verb was clicked twice - reuse the first object if a new verb is selected (but no preposition is used yet) | |||
2012-02-11 | SCUMM: reset sentence line in v0 if sentence executed | Tobias Gunkel | |
2012-02-11 | SCUMM: fix a regression in v0 | Tobias Gunkel | |
Found by segra. | |||
2012-02-11 | SCUMM: click into sentence line in v0 now performs the action | Tobias Gunkel | |
2012-02-11 | SCUMM: fix kid selection in v0 | Tobias Gunkel | |
The kid names are now displayed in the sentence line (instead of the verb area) as it is done in the original. | |||
2012-02-11 | SCUMM: fix verb and script handling | Tobias Gunkel | |
- getVerbEntrypoint() should not handle walk-to differently (revert 0x0D handling back to original behavior) - VAR_ACTIVE_ACTOR actually is VAR_ACTIVE_OBJECT2 - runSentenceScript(): "if (_cmdVerb == kVerbWalkTo)" must be "if (_cmdVerb != kVerbWalkTo)" | |||
2012-02-11 | SCUMM: make START-button in mm c64 kid selection screen work again | Tobias Gunkel | |