Age | Commit message (Collapse) | Author |
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- sprites decoded on first load
- some speed optimization
- actors uses kExtended flag to append spriteList
svn-id: r16497
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introduced getObjectName
svn-id: r16491
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svn-id: r16482
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svn-id: r16480
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o Fix IHNM. It does not have actors now (all actors in IHNM are in resources,
not hardcoded)
svn-id: r16478
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- removed some temporary variable
svn-id: r16469
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svn-id: r16465
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svn-id: r16464
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- implement debug actor walk path (press f6)
svn-id: r16456
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svn-id: r16445
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svn-id: r16439
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svn-id: r16438
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svn-id: r16437
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svn-id: r16426
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svn-id: r16423
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o Proper detection for Mac Wyrmkeep CD
o Support for wyrmkeep logos
svn-id: r16415
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and used ARRAYSIZE() instead in two cases.
svn-id: r16408
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svn-id: r16399
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svn-id: r16398
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o Improved debug output
o Do not produce a lot of frameCount < 0 messages
o Okk now appears after first scene
o implemented yet another animation function
o Renamed SF_* -> sf* for functions I know are correct
svn-id: r16390
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svn-id: r16386
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svn-id: r16377
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svn-id: r16376
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svn-id: r16375
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svn-id: r16369
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svn-id: r16367
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Add IHNM demo MD5s. demo does not work at all yet
svn-id: r16365
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- implemented script functions for scriptDoors (except iso mode)
- introduced getDisplayWidth() getDisplayHeight() getStatusYOffset getPathYOffset()
svn-id: r16363
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svn-id: r16339
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svn-id: r16308
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svn-id: r16300
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- work on "walking" in progress
svn-id: r16298
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svn-id: r16297
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svn-id: r16296
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svn-id: r16295
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svn-id: r16293
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svn-id: r16290
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- added sfSetActorState function
svn-id: r16288
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- added some script functions (swapactors...)
- many things were renamed according scummvm covention
- resource id definintions should begin with "RID_" prefix
- intro temporary broken - work in progress
todo:
- walking hanling also should be rewriten
- timings for speech and actor cycling should be more accurate
svn-id: r16263
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o Renamed GAME_ITE_* to GID_ITE_*
o Renamed GID_ITE and GID_IHNM to GType_ITE and GType_IHNM
svn-id: r16258
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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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