Age | Commit message (Collapse) | Author |
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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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o Implemented and tested converse drawing. Still some features like
arrows and hardcoded values are present, and it is not used in scripts
svn-id: r16536
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in ITE_interface structure.
svn-id: r16533
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svn-id: r16515
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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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- sprites decoded on first load
- some speed optimization
- actors uses kExtended flag to append spriteList
svn-id: r16497
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introduced getObjectName
svn-id: r16491
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o Code formatting in scene.h
svn-id: r16479
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o Stub for new Wyrmkeep demos with substituted scenes
o Converted some script func parameters to apropriate types
o More panel fixes
svn-id: r16472
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svn-id: r16446
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NOTE: lines which start with `;' should contain calls to not yet
implemented subsystems like Conversation subsystem
svn-id: r16443
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svn-id: r16423
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o Proper detection for Mac Wyrmkeep CD
o Support for wyrmkeep logos
svn-id: r16415
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svn-id: r16399
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svn-id: r16398
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svn-id: r16308
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svn-id: r16300
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- work on "walking" in progress
svn-id: r16298
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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 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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TODO: decodeRLESprite must do scale
svn-id: r16135
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svn-id: r16119
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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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