Age | Commit message (Collapse) | Author |
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the scene switching code. Now the intro works correctly with a minor graphics glitch.
svn-id: r19588
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started to change a bit of the sprite code (thanks to vinterstum for his work)
It is still WIP code and breaks CD version, since all the used tables have to
be located in one cd version binary.
svn-id: r19361
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svn-id: r19142
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- Now only one instance is needed for many scripts
- Fixed a few command procs, but lacks opcode caller
implementation
svn-id: r19064
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- the decoders have been rewritten due to crashes I encountered with the previous ones in Compression::
- the wsa code loader for v1 have been rewritten too, to handle the same flags as the original
- some cleanup
- this has only been tested with the floppy version
svn-id: r18704
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svn-id: r18604
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svn-id: r18447
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svn-id: r18444
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svn-id: r17975
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WriteStream are now subclasses of it.
* Added new methods eos(), ioFailed(), clearIOFailed() to
all streams. This allows better error checking.
* SaveFile classes take advantage of these new standard
stream APIS
* Removed File::gets()
* Added SeekableReadStream::readLine() (replaces File::gets)
* Added WriteStream::writeString, for convenience
svn-id: r17752
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svn-id: r16504
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svn-id: r16398
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svn-id: r15811
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svn-id: r15786
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array, as it seems that none of kyrandia games have more than 0x13 command opcodes (checked kyra2 and kyra3).
svn-id: r15782
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svn-id: r15558
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svn-id: r15557
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svn-id: r15556
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svn-id: r15555
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It's still non-functional, but once I merge in some more of my local changes things should actually be moving a long a bit.
svn-id: r15554
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