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2005-09-24The IHNM intro animations run now, albeit in a slightly buggy fashion:Torbjörn Andersson
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
2005-09-24Some more preliminary cutaway work. The backgrounds are displayed now, butTorbjörn Andersson
not the animations themselves. Still, it's enough to make the IHNM intro look fairly interesting. svn-id: r18874
2005-09-23Experimental loading of the cutaway list. Next step will be to get ScummVMTorbjörn Andersson
to actually *play* the cutaways. I'll look into that later. svn-id: r18865
2005-08-04fixed DUMMY resource in old mac cdAndrew Kurushin
fixed intro voice at endscene svn-id: r18616
2005-07-30Remove trailing whitespaces.Eugene Sandulenko
svn-id: r18604
2005-07-25implemented unified animation decoder for ITE & IHNMAndrew Kurushin
svn-id: r18583
2005-07-25More IHNM differencesEugene Sandulenko
svn-id: r18582
2005-07-19finally Resource manager rewritten:Andrew Kurushin
-adds patch file support -global _vm removed cleanups svn-id: r18560
2005-06-25fix animation timings (now Shiala scene not stucks)Andrew Kurushin
svn-id: r18463
2005-06-20fix animation bug at ratsAndrew Kurushin
svn-id: r18416
2005-06-11rewritten animation loadingAndrew Kurushin
removed animation warnings during game process svn-id: r18377
2005-06-08fix animation free bugAndrew Kurushin
svn-id: r18367
2005-04-16Implement sfGetDeltaFrame and sfEnableZone. Fixes freeze when sanctuaryEugene Sandulenko
gates open and also used in world map. Spelling and indentation fixes here and there. svn-id: r17640
2005-01-11- remove game.h & image.hAndrew Kurushin
- all display information of current game goes to SagaEngine - remove GameFontIds - hide SagaEngine _gameId,_gameType & etc with methods getGameId(), getGameType() svn-id: r16545
2005-01-03Fixed a regression where - I think - the last animation frame wasn'tTorbjörn Andersson
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
2005-01-01oops, correct copyright stringMax Horn
svn-id: r16399
2005-01-01Updated copyrightMax Horn
svn-id: r16398
2004-12-28Implement rest of animation-related opcodes.Eugene Sandulenko
svn-id: r16353
2004-12-28o Fixed animation playbackEugene Sandulenko
o Implemented almost all animation opcodes svn-id: r16352
2004-12-22o Fix regression with Mac versionsEugene Sandulenko
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
2004-12-15Patch #1081904 ITE: MAC demo supportEugene Sandulenko
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
2004-12-03First pass at migrating from the old Reinherit console to the ScummVMTorbjörn Andersson
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
2004-10-27removed R_ prefix with few r_ tooPaweł Kołodziejski
svn-id: r15690
2004-08-10Improved intro. Now it correctly shows game title.Eugene Sandulenko
svn-id: r14544
2004-08-01Pass SagaEngine object to Anim and ActionMap objectsEugene Sandulenko
svn-id: r14422
2004-07-31Extended CVAR_RegisterFunc with callback object parameter.Eugene Sandulenko
Got rid of static structure in animation.cpp svn-id: r14397
2004-07-31Fix warning (static functions are source/object file local; declaring them ↵Max Horn
in a header makes no sense anyway :-) svn-id: r14393
2004-07-31merge animation.h and animation_mod.h into a classJonathan Gray
svn-id: r14388
2004-05-04Move from ys_binread.cpp and ys_binwrite.cpp to MemoryReadStream.Eugene Sandulenko
In fact there were no binary writes at all. svn-id: r13773
2004-05-01indentPaweł Kołodziejski
svn-id: r13688
2004-04-30Move from custom unsigned types to those provided by main config.hEugene Sandulenko
svn-id: r13687
2004-04-25Fix many warnings; use C++ type system instead of C style typedefs; removed ↵Max Horn
various unused stuff; const correctness; etc. svn-id: r13622
2004-04-12WIP for SAGA engine.Eugene Sandulenko
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