Age | Commit message (Collapse) | Author |
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Now it is at least possible to enter the game after creating a party. Graphics are still messed up.
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- only basic support - no kerning, spacing, etc., since EOB doesn't need that
- also improve palette loading
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First efforts to get this running. The intro is shown with severe palette glitches. The Main Menu does not show, thanks to the lack of font drawing.
- implement endian aware stream wrapper for amiga files
- implement sound file handling
- implement some Amiga palette handling
- etc
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(avoid out of bounds strings when importing FM-TOWNS save files)
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- allow returning to the main menu from the character generation via Esc only when no party characters exist
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Reorganize all files in sub directories. The file placement isn't as intuitive as it might be for other engines, which is probably the reason why this hasn't been done before.
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Cleanup of other sound pannings
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In rare cases when polygons touched by one corner only the merging
algorithm did not finish properly and ran out of the space and
triggered an assert.
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Commented out assert fault in SliceAnimations::getFramePtr and sanitized the frame value instead
Some actors (currently happened only with hawkers_barkeep) can have invalid frame value set when loading a save file which would cause and assert fault in the getFramePtr() assert check. This seems to be a combination of factors responsible: 1) The updateAnimation (called for an actor before drawing him into the world) has a switch clause based on animationState (not animationId) and 2) the ai_script vars for an actor are not re-initialized upon a LOAD (eg for hawkers_barkeep the _var2 value is problematic in this context because a non-zero value won't allow for sanitization of the existing / loaded frame value)
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And small dialogue bits with Guzza when reporting in now only play in Act 1 where they make sense.
Also, don't allow McCoy to get the retirement bonus twice in Act 1. Also don't allow him to get money (100 cy) from Guzza if he has enough (>=300).
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Other actors are missing their death rattle's (original bug). Will be fixed at later patch on case by case basis.
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Thanks to eriktorbjorn for noticing a new addition to the
Common::Language enum was breaking the game
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Fixes GK1 bug #10788
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I instantiate a PCSpeaker instance in the main engine just for beeps,
because I don't know any simpler way. But hey, it works.
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This is initially primarily for Bureaucracy.. the starting form
is drawn in the text grid window, and visible cursor is needed
so you can tell which line you're filling in
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Technically, they're lock keys rather than modifier keys, but we
may as well treat them as the same thing here.
My keyboard doesn't have an F-lock key, and I can't find any key
code for it, so I don't know if that one has to be excluded too.
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Fixes castle doors when all bats have been killed, bug #10789
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I'm told that on some foreign keyboards, combinations of Alt & Fn
keys are used to produce standard characters. So I can't just
ignore Alt combinations because of this
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Also fixed an flag constistency for kFlagZubenBountyPaid
It is no longer possible to kill Sadik at BB09, but shooting him will lower his health (from initial to a fixed HP), and if McCoy also shoots him at UG18 his health will be further lowered (again to a fixed HP).
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No longer need to have sceneId as an argument.
Restored original signature of Set::addObjectsToScene()
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Use just the existing box 31. Implement a way to override object placement.
Remove the item 77 (Holden's badge) completely.
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