Age | Commit message (Collapse) | Author |
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svn-id: r20582
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svn-id: r20532
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svn-id: r20088
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svn-id: r19703
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-move puzzle data to itedata
svn-id: r19411
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svn-id: r19142
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That eliminates GF_LANG_DE and GF_MAC_RESOURCES.
svn-id: r19071
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svn-id: r18915
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svn-id: r18647
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svn-id: r18646
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svn-id: r18644
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svn-id: r18623
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svn-id: r18619
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fixed intro voice at endscene
svn-id: r18616
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svn-id: r18607
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svn-id: r18595
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-adds patch file support
-global _vm removed
cleanups
svn-id: r18560
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-rewritten font loading
-actors box text output implemented
-many fixes
-implemented nonactors textoutput
svn-id: r18542
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return max val)
2. Fixed so Saga compiles for VC6.
3. Added GCC_PACK & pragma pack to gfx.h
svn-id: r18527
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svn-id: r18518
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launch so it should be invisible to users.
svn-id: r18497
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svn-id: r18429
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English and German at the same time. I've simplified the handling a bit by
splitting the line flags into language and... not-language? platform? since
this was easier than adding another combined flag. Easier to read, anyway.
I've also fixed some other minor things, e.g. "Edward" was shortened to
"Ed" in the WyrmKeep version. Of course, there may be regressions. And
there are some cases where English texts could appear in German versions,
but I don't know if it ever happens for any existing versin of the game.
svn-id: r18334
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fixed load actors entrance
removed some orphans
svn-id: r17964
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svn-id: r17696
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svn-id: r16559
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svn-id: r16557
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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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- 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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svn-id: r16516
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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 Proper detection for Mac Wyrmkeep CD
o Support for wyrmkeep logos
svn-id: r16415
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drawn too early. (Scorry still shows up too early, though.)
svn-id: r16411
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flag. Added yet another event, and changed the ITE intro to reflect that.
(Which means the waterfalls are no longer drawn over the game title.)
svn-id: r16410
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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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svn-id: r16373
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m68k asm knowledge :)
svn-id: r16356
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o Implemented almost all animation opcodes
svn-id: r16352
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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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svn-id: r16119
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svn-id: r16076
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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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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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svn-id: r15690
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Note that I've only tried this with the music.rsc file from the full Linux
version. It seems likely that the Mac version uses the same file format,
but I have no way of verifying this. I'm told the demos use compressed
audio, so the music files from them probably won't work yet.
svn-id: r15527
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svn-id: r15509
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