Age | Commit message (Collapse) | Author |
|
svn-id: r17792
|
|
todo: timeout catchup & capital 'U' & 'D' handling
svn-id: r17748
|
|
fixed: now protagonist can't be target object
fixed: statusbar color
added: *mouseButtonPressed in SagaEngine
svn-id: r17672
|
|
- right mouse action fixed
svn-id: r17347
|
|
svn-id: r17231
|
|
- some memory deallocation fixup
todo: fix follower stuckiness in tents
svn-id: r17180
|
|
name of the data type / the SoundMixer method names
svn-id: r17052
|
|
svn-id: r17028
|
|
todo: loadMulti - may be wrong
svn-id: r16670
|
|
svn-id: r16597
|
|
svn-id: r16595
|
|
- 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
|
|
- remove ActionMap.h & ActionMap.cpp
- ObjectMap names move to Scene::_sceneStrings as in original engine
- fix wrong StringsTable::stringsCount calculation
svn-id: r16592
|
|
svn-id: r16591
|
|
'scene_change 33' in debugger.
svn-id: r16588
|
|
- many structers and fields renamed to proper names
- added missing functions
svn-id: r16562
|
|
NULL it'll use the English string instead. It seems unnecessary to store
the same string twice, even if it's possible that the compiler is smart
enough to eliminate the duplicates.
Either way it doesn't make much difference now, but we may want to add the
intro strings to the getTextString() mechanism eventually. In that case
most of the credits would be duplicates, for instance.
svn-id: r16560
|
|
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
|
|
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
|
|
- all display information of current game goes to SagaEngine
- remove GameFontIds
- hide SagaEngine _gameId,_gameType & etc with methods getGameId(), getGameType()
svn-id: r16545
|
|
reduced this (total dependencies on system.h went down from 193 to 85 files)
svn-id: r16527
|
|
- structures renamed
- SagaEngine class gives all current game descriptions
regression : "verb" is broken cause work in progress
svn-id: r16511
|
|
- actor barrier rects
- unreachable code
svn-id: r16510
|
|
svn-id: r16492
|
|
introduced getObjectName
svn-id: r16491
|
|
o Fix IHNM. It does not have actors now (all actors in IHNM are in resources,
not hardcoded)
svn-id: r16478
|
|
svn-id: r16447
|
|
NOTE: lines which start with `;' should contain calls to not yet
implemented subsystems like Conversation subsystem
svn-id: r16443
|
|
o Proper detection for Mac Wyrmkeep CD
o Support for wyrmkeep logos
svn-id: r16415
|
|
svn-id: r16399
|
|
svn-id: r16398
|
|
SFX and music; volume is now controlled based on the sound type
svn-id: r16330
|
|
- 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
|
|
o Renamed GAME_ITE_* to GID_ITE_*
o Renamed GID_ITE and GID_IHNM to GType_ITE and GType_IHNM
svn-id: r16258
|
|
1) there are three types of speech: one acor, multiple actor, non actor
2) slow speech implemented
3) uses native engine flags (async,noanimate...) instead of semaphores
- proper timings implemented
svn-id: r16237
|
|
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
|
|
methods), same for some other MIDI related stuff
svn-id: r15968
|
|
svn-id: r15959
|
|
MT-32 emulator should be handled just like all other drivers, except that it should always be considered native MT-32.
svn-id: r15952
|
|
There are plans to add some brains to GameDetector class, which will let us
avoid passing detector to init() method.
svn-id: r15873
|
|
svn-id: r15865
|
|
objections)
svn-id: r15849
|
|
MT-32 is perfectly capable of playing General MIDI. My new guess is that
the FM file is for Adlib instead. It certainly sounds better - but quite
different - than playing the GM track through Adlib.
svn-id: r15846
|
|
svn-id: r15841
|
|
svn-id: r15840
|
|
svn-id: r15835
|
|
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
|
|
svn-id: r15829
|
|
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
|
|
svn-id: r15723
|