Age | Commit message (Collapse) | Author |
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svn-id: r20088
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svn-id: r19142
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That eliminates GF_LANG_DE and GF_MAC_RESOURCES.
svn-id: r19071
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cutaway explicitly, perhaps it's done implicitly by sfScriptGotoScene
instead?
svn-id: r18927
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svn-id: r18916
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svn-id: r18915
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this point. :-)
svn-id: r18903
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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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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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fixed intro voice at endscene
svn-id: r18616
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svn-id: r18604
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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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svn-id: r18463
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svn-id: r18416
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removed animation warnings during game process
svn-id: r18377
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svn-id: r18367
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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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- 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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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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svn-id: r16399
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svn-id: r16398
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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 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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svn-id: r14544
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svn-id: r14422
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Got rid of static structure in animation.cpp
svn-id: r14397
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in a header makes no sense anyway :-)
svn-id: r14393
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svn-id: r14388
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In fact there were no binary writes at all.
svn-id: r13773
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svn-id: r13688
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svn-id: r13687
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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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