Age | Commit message (Collapse) | Author |
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- previous commit also introduce sound speech of first scene in ITE DOS version
svn-id: r16240
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1) there are three types of speech: one acor, multiple actor, non actor
2) slow speech implemented
3) uses native engine flags (async,noanimate...) instead of semaphores
- proper timings implemented
svn-id: r16237
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TODO: decodeRLESprite must do scale
svn-id: r16135
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svn-id: r16123
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without artefact)
- order list now uses only in draw section
- drawList rename to drawActors
svn-id: r16122
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svn-id: r16119
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- many parts renamed to proper names
regression: unexpected actor apeared while intro is played
svn-id: r16104
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svn-id: r16094
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o Endianness-aware resource loading
o Removed ys_dl_list in favor of our object implementation
o Cleanup in actor code
o Partial support for ITE Mac rereleased demo
svn-id: r16051
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console.
Some things are likely to have broken. For instance, I believe the old
console was could be visible during gameplay, while ScummVM's is modal. So
any place where we output something to the console during gameplay should
probably be removed.
Some things I've stubbed out. Basically any code that registers a variable.
Most of the debugging commands are untested.
Syntax may have changed because of different command-line parsing. (I never
actually used the old console, so I don't know for sure. :-)
Actually, I'm not that interested in reproducing the old console commands
faithfully. What we should do now is to make the immediately useful console
stuff work. Anything that remains unimplemented should probably be removed.
svn-id: r15976
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o Font::loadFont() now normally survives zero-length fonts as used in demos
o Removed unused SndRes::ITEVOC_Resample()
o Fixed playing of voice #4 on old DOS targets
o Implemented playing voices in VOX (Oki ADPCM) format
o Support of Win32 and Linux demos. There was old-style Win32 demo, which
is not supported yet, same is with DOS demo.
svn-id: r15814
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svn-id: r15720
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svn-id: r15690
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svn-id: r15687
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numerous animation glitches, it's looking almost like the real thing now.
It's no longer possible to walk away during the intro. This should provide
a great incentive to implement the "Escape" feature. ;-)
svn-id: r15626
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efficient...
svn-id: r15477
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because it goes to now buggy isometric level. Use debugger to switch
to some word, say, in Dog Castle and there you may go between rooms.
svn-id: r15462
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svn-id: r15458
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Turn ActionMap into real object.
Rename ActionMap variables to conform our code guidelines.
svn-id: r15456
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svn-id: r15414
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svn-id: r14568
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svn-id: r14538
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svn-id: r14451
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svn-id: r14450
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svn-id: r14449
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svn-id: r14443
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svn-id: r14442
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svn-id: r14441
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svn-id: r14419
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you don't leak them all the time (fixed 10e6 object leaks :-)
svn-id: r14417
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animations wasn't caused by this commit :)
svn-id: r14405
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Got rid of static structure in animation.cpp
svn-id: r14397
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svn-id: r14053
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standard printf()s left, though.
svn-id: r13791
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In fact there were no binary writes at all.
svn-id: r13773
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svn-id: r13769
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svn-id: r13726
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svn-id: r13688
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svn-id: r13687
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svn-id: r13667
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svn-id: r13665
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svn-id: r13664
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various unused stuff; const correctness; etc.
svn-id: r13622
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o text formatting is not consistent with rules, just indent utility is too
dumb for that
o it does not use OSystem, i.e. it runs on direct SDL calls
o it may not even compile on your box
o if you enable it, expect zillions of warnings
o no sound
Now it runs ITE intro as reinherit did
svn-id: r13564
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