Age | Commit message (Collapse) | Author |
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names to text Ids.
svn-id: r18699
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spanish version of IHNM.
svn-id: r18676
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add some IHNM panels
svn-id: r18652
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svn-id: r18646
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files to be in macbinary format.
svn-id: r18613
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svn-id: r18610
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svn-id: r18609
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svn-id: r18604
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svn-id: r18602
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svn-id: r18598
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svn-id: r18597
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some version should be tested
svn-id: r18585
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separate entries for the original Windows CD and the first Wyrmkeep
version. The latter has the "patch" files, which include the standalone
MIDI files.
However, since the data files are otherwise indistinguishable, we also need
to be able to detect multiple versions and let the user to the
disambiguation. I've added that functionality in the simplest way I could
think of, in case we want to revert it later.
svn-id: r18565
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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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transitionDissolve -> gfx
del sdebug
svn-id: r18524
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code cleanups
svn-id: r18523
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svn-id: r18521
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so last sequence should look much better (not perfect)
svn-id: r18516
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svn-id: r18463
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so tunnel may be passed now
svn-id: r18358
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which I'm very grateful.
This latest CD version turned out to be one that ScummVM didn't support. It
has - I believe - the same data files as the Linux version (with digitized
music), except for the voice file which appears to be the same as the one
from the Mac version.
In other words, it has one big-endian data file, and a couple of little-
endian ones. The technical term for this is "bloody awkward".
It should work now, though.
svn-id: r18333
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svn-id: r18303
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svn-id: r18298
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game options WIP3
svn-id: r18293
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svn-id: r18282
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svn-id: r18255
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svn-id: r18232
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the Puzzle and continue game pretending like you completed the Puzzle.
svn-id: r18225
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preparation for option dialog (wip)
svn-id: r18217
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svn-id: r18108
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fixed load actors entrance
removed some orphans
svn-id: r17964
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implemented sfGetObjImage, sfSetObjImage, sfSetObjName
svn-id: r17789
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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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fixed: now protagonist can't be target object
fixed: statusbar color
added: *mouseButtonPressed in SagaEngine
svn-id: r17672
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svn-id: r17413
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- some memory deallocation fixup
todo: fix follower stuckiness in tents
svn-id: r17180
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svn-id: r16605
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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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svn-id: r16595
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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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- remove ActionMap.h & ActionMap.cpp
- ObjectMap names move to Scene::_sceneStrings as in original engine
- fix wrong StringsTable::stringsCount calculation
svn-id: r16592
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difference
o Fix regression in Mac titles where scene LUT wasn't conversed
o Fix sound types in many games. Old Win demo is still wrong.
svn-id: r16586
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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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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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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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svn-id: r16553
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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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