Age | Commit message (Collapse) | Author |
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font Ids in game settings. Also uhnm demo will definitely not work with current
code as it has lesser number of fonts.
svn-id: r18900
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svn-id: r18660
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add some IHNM panels
svn-id: r18652
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svn-id: r18643
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scene. But there are following problems:
o Inclomplete support for actors speech, so opSpeak is skipped
o For some weird reason actors do not appear at all. Actually code seems to
be trying to read only protagonist frames
o It crashes on reading sprites due to wrong input
svn-id: r18624
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o Fix warnings
o Implemented IHNM changeChapter()
o WIP for metaResources
svn-id: r18618
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svn-id: r18604
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svn-id: r18589
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-adds patch file support
-global _vm removed
cleanups
svn-id: r18560
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terminate them with Esc.) This is so that, for instance, if you type a
savegame name you can press Enter, rather than clicking on the "Save"
button.
I don't know if the original did this as well, but it feels natural to me.
svn-id: r18537
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code cleanups
svn-id: r18523
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svn-id: r18487
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won't continue a fast repeat with the new key. (Annoying example: It could
be tricky to type upper-case letters because if you didn't type the letter
fast enough "Shift" would begin to repeat, and then whatever letter you
typed would start repeating immediately.)
svn-id: r18423
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svn-id: r18414
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now use MagicHat (be carefull not to exceed overall scene number)
svn-id: r18410
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svn-id: r18342
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svn-id: r18340
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save names.
svn-id: r18305
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svn-id: r18303
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svn-id: r18297
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game options WIP3
svn-id: r18293
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svn-id: r18282
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svn-id: r18232
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svn-id: r18218
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preparation for option dialog (wip)
svn-id: r18217
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svn-id: r18073
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implemented inventory save-load
svn-id: r18071
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implemented sfGetObjImage, sfSetObjImage, sfSetObjName
svn-id: r17789
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svn-id: r17767
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todo: timeout catchup & capital 'U' & 'D' handling
svn-id: r17748
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and F8 for loading. Now works only within current scene and restores
to entrance #0 which is wrong.
svn-id: r17726
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svn-id: r17724
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fixed: now protagonist can't be target object
fixed: statusbar color
added: *mouseButtonPressed in SagaEngine
svn-id: r17672
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glitches: some tiles draws above figures
svn-id: r16935
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moreover getBlack() didn't always work correctly for some reason. If IHNM
uses different colors we will switch to variables, but that could be addressed
later or at least when someone will start to work on it more time than now.
svn-id: r16647
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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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one case where the original didn't use its own colour constants, so I had
to add a new one, kITEColorLightGrey, for colour 4.
svn-id: r16603
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svn-id: r16599
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stay in each scene except intro and fade-in/fade-outs.
o Implemented status text coloring during work of auxiliary scripts.
svn-id: r16598
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- objectMap responds to mouse move (but respond script not run well ?)
loadStrings add some special count check
- so all other LUT based resource should implement this technique
svn-id: r16594
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svn-id: r16591
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'scene_change 33' in debugger.
svn-id: r16588
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supported)
svn-id: r16568
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- many structers and fields renamed to proper names
- added missing functions
svn-id: r16562
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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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- 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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