| Age | Commit message (Collapse) | Author |
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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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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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so far, it shouldn't be drawn. Eventually we could probably handle this
with yet another panel mode: no panel at all.
svn-id: r15882
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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: r15723
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want to move some of those into the graphics/ module one day)
svn-id: r15703
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svn-id: r15690
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Scene skipping now works, but scripts aren't chained yet.
svn-id: r15688
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ScummVM.
Note that these are only the cases I was able to find in one morning. There
may be others left to fix. But I'm sure at least most of them will be found
when we start cleaning up the codebase a bit.
svn-id: r15641
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numerous animation glitches, it's looking almost like the real thing now.
It's no longer possible to walk away during the intro. This should provide
a great incentive to implement the "Escape" feature. ;-)
svn-id: r15626
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efficient...
svn-id: r15477
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because it goes to now buggy isometric level. Use debugger to switch
to some word, say, in Dog Castle and there you may go between rooms.
svn-id: r15462
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svn-id: r15458
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svn-id: r15457
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o Add stubs for unhandled scene resources in first scene
o Fix object map entry structure
o Fix bug with objject_info() debug command
All this was done in attempt to make room exits work until I realized that
they are different hit zone list which is activate at end of walk sequence.
svn-id: r15416
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svn-id: r15414
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GAME
svn-id: r14793
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svn-id: r14568
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svn-id: r14538
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svn-id: r14478
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svn-id: r14451
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svn-id: r14449
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svn-id: r14443
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svn-id: r14441
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svn-id: r14440
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svn-id: r14424
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svn-id: r14419
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animations wasn't caused by this commit :)
svn-id: r14405
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svn-id: r14391
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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: r13726
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Improved game detector
svn-id: r13724
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svn-id: r13701
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svn-id: r13687
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Some code formatting.
svn-id: r13658
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svn-id: r13624
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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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