Age | Commit message (Collapse) | Author |
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svn-id: r20088
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svn-id: r20027
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svn-id: r19142
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svn-id: r19035
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of the job was already done, though. Only the final bit was missing.
svn-id: r18951
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svn-id: r18936
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was read from resources. Switching to this scheme fixes magenta outlines
in subtitles.
svn-id: r18935
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cutaway explicitly, perhaps it's done implicitly by sfScriptGotoScene
instead?
svn-id: r18927
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svn-id: r18915
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* Use the script-specified text area for subtitles, if there is one.
* Fixed a word-wrapping bug that would happen if a new line began with a
space. I don't know about ITE, but IHNM puts two spaces after periods. Of
course, the case where I saw this happen will probably go away once we
start using the right font, but it could still happen elsewhere.
svn-id: r18890
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svn-id: r18889
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constness.
svn-id: r18888
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plays fine now, as far as I can tell, except for some missing sound effects
and the subtitles use the wrong font and are probably drawn in the wrong
position.
svn-id: r18887
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there was one.)
svn-id: r18880
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The intro runs a whole series of animations. Each of these use animation
slot 0, like the original. Currently this means we leak a bit of memory for
each new animation.
More noticeably, we have no way of cancelling outstanding animation events,
so unless the animations finish on their own - as some of them do - the
events will just pile up, causing the animations to run faster and faster.
I don't know if implementing the remaining cutaway opcodes will fix this
automagically, or if we need to re-think our approach...
svn-id: r18878
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not the animations themselves. Still, it's enough to make the IHNM intro
look fairly interesting.
svn-id: r18874
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to actually *play* the cutaways. I'll look into that later.
svn-id: r18865
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svn-id: r18675
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svn-id: r18647
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svn-id: r18644
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svn-id: r18595
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svn-id: r18583
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svn-id: r18582
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-adds patch file support
-global _vm removed
cleanups
svn-id: r18560
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code cleanups
svn-id: r18523
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svn-id: r18463
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svn-id: r18416
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svn-id: r18396
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removed animation warnings during game process
svn-id: r18377
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svn-id: r18367
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the 'start' field even used? Anyway, the entrance to the forest can now be
entered.
The animation code will produce an "Anim::play: Error decoding frame 40!"
warning in addition to the previous one, but I don't see any visible errors
in the scene.
svn-id: r17968
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gates open and also used in world map.
Spelling and indentation fixes here and there.
svn-id: r17640
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svn-id: r16549
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it changes to the link. I'm guessing that the last frame in the animation
is identical to the first frame in the link.
The original calls SetAlarm(&deltaAlarm[i], delta->timer) between each
frame, but amends itself by calling SetAlarm(&deltaAlarm[i], 0) when the
link happens. I'm trying to simulate that effect by using 0 as frame time
instead of anim->frame_time. I think that's the right thing to do.
svn-id: r16548
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- all display information of current game goes to SagaEngine
- remove GameFontIds
- hide SagaEngine _gameId,_gameType & etc with methods getGameId(), getGameType()
svn-id: r16545
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- structures renamed
- SagaEngine class gives all current game descriptions
regression : "verb" is broken cause work in progress
svn-id: r16511
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displayed. This was most noticeable in looping animations, in particular
the spinning "Dreamer's Guild" logo in the IHNM intro.
In the process I changed the name of 'n_frames' and 'nframes' to 'maxframe'
since that's what they are. I could, of course, have added 1 to the value
instead, but that would have introduced a subtle difference compared to the
original code. Probably not a good idea at this stage.
svn-id: r16417
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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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m68k asm knowledge :)
svn-id: r16356
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svn-id: r16353
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o Implemented almost all animation opcodes
svn-id: r16352
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o Normalize GIDs and GTypes
o Introduce MD5-based game detection. Now only 2 games should be ordered.
Linux demo should go before Win32 newer demo
o Fix sound in Mac versions
svn-id: r16262
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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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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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svn-id: r15690
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GAME
svn-id: r14793
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svn-id: r14544
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