Age | Commit message (Collapse) | Author |
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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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svn-id: r16482
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svn-id: r16480
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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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no longer needed.
svn-id: r16450
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svn-id: r16445
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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: r16426
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o Support for sprites in Mac versions
o Improvements on scene flags
o More code on proper interface modes handling. Just a tiny bit was committed
as other stuff breaks intro due to incompleteness.
svn-id: r16425
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svn-id: r16423
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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: r16378
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svn-id: r16373
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- implemented script functions for scriptDoors (except iso mode)
- introduced getDisplayWidth() getDisplayHeight() getStatusYOffset getPathYOffset()
svn-id: r16363
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o Implemented almost all animation opcodes
svn-id: r16352
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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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without artefact)
- order list now uses only in draw section
- drawList rename to drawActors
svn-id: r16122
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svn-id: r16119
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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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voices at the same time, and I didn't want the looping background sound in
the IHNM intro to keep playing if escaping during the "hate speech".
svn-id: r15975
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o Add cursor events
o Hide cursor during intro
svn-id: r15844
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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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want to move some of those into the graphics/ module one day)
svn-id: r15703
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svn-id: r15692
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svn-id: r15691
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svn-id: r15690
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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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There are some minor music-related changes here as well, but that's just
cleanup.
svn-id: r15567
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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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byte order will matter.
svn-id: r15507
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to fix the script "static" area, though.
In addition, initialise a few variables, and test for NULL-ness of a few
pointers. This fixes a few crashes I saw with yesterday's CVS snapshot.
There's still an unexpected scene change in the intro (I think it triggers
on Rhene walking too close to the exit), but at least it no longer crashes.
svn-id: r15484
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svn-id: r15457
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Turn ActionMap into real object.
Rename ActionMap variables to conform our code guidelines.
svn-id: r15456
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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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opening scene a bit nicer.
svn-id: r15241
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doesn't do anything to fix any of the underlying problems, but it still
runs pretty well.
svn-id: r15232
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GAME
svn-id: r14793
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svn-id: r14568
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svn-id: r14561
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svn-id: r14560
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svn-id: r14559
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Introduce immediate events.
svn-id: r14558
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svn-id: r14556
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