Age | Commit message (Collapse) | Author |
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- Allow more than one script work at once
- Proper implementation of address methods
some opcodes may be broken - cause work in progress
todo: rewrite opcodes with new address functionality
svn-id: r16604
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difference
o Fix regression in Mac titles where scene LUT wasn't conversed
o Fix sound types in many games. Old Win demo is still wrong.
svn-id: r16586
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hardcoded, but I'll save that for later :)
o Eliminated all leftovers of previous language loader. If you'll spot another
one, just remove it silently.
svn-id: r16556
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corresponding string array)
- first step in verb implementation: proper button draw, keyboard respond 'w','l' &etc
- added comments and some fields to GameDisplayInfo
svn-id: r16554
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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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used in the intro. That way, if the IHNM demo plays an intro we'll use the
first voice file both for the demo and the full game.
Eventually we'll need to implement switching between different voice files,
of course, but that can wait.
svn-id: r16542
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svn-id: r16519
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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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o Now we correctly show Wyrmkeep logo in Mac demos
o Applied patch #1098971 ITE credits
svn-id: r16507
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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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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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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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have developed a few regressions though.
svn-id: r16358
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svn-id: r16340
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o Print out message about unknown MD5s
svn-id: r16313
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svn-id: r16307
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svn-id: r16292
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o Merged in windows demos files lists
o Added Linux CD target. Someone (erik?) please provide md5 of first
5000 bytes of that file
svn-id: r16273
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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 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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svn-id: r16119
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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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svn-id: r16002
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svn-id: r16000
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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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and sev later confirmed this.
Instead I now try to start the - hopefully - correct scene. This should
start the script, but unfortunately we do not yet support IHNM script
loading so it won't work yet.
svn-id: r15880
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but I can't be absolutely sure.
I'm also not sure if I'm using the correct music data. I'm fairly sure that
the MUSICGM.RES file is the appropriate choice for "General MIDI", but I
have no way of verifying that the MUSICFM.RES is really the right choice
for MT-32. (Is either of them a good choice for Adlib, or are they both
equally bad?)
svn-id: r15831
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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: r15721
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svn-id: r15690
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Windows and Linux versions. (TODO: Handle game detection.)
Added preliminary support for the P2_A.aif file that the Linux version
uses, where the Windows version uses p2_a.voc. Someone will have to verify
the actual format of it, and we have a silly bug in playVoice() which will
have to be fixed before things work properly.
svn-id: r15365
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GAME
svn-id: r14793
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o Fix RSCFile on MSVC8.
o Started fixing script opcodes.
svn-id: r14686
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svn-id: r14560
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svn-id: r14478
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svn-id: r14443
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animations wasn't caused by this commit :)
svn-id: r14405
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svn-id: r14385
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standard printf()s left, though.
svn-id: r13791
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svn-id: r13790
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timer stuff to osystem not yet finished
svn-id: r13728
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Improved game detector
svn-id: r13724
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for win32 demo
svn-id: r13711
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svn-id: r13709
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the gd_suppoerted flag, so I set it to 0.
svn-id: r13699
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