Age | Commit message (Collapse) | Author |
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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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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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partialy fixed protect rat
svn-id: r18174
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fixed occasional verbs redraw
svn-id: r18113
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fixed load actors entrance
removed some orphans
svn-id: r17964
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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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-only riff shows as small point
-change scene from world map
todo: in original talk_to not shows for riff on world map
svn-id: r17340
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svn-id: r17289
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- some memory deallocation fixup
todo: fix follower stuckiness in tents
svn-id: r17180
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todo: loadMulti - may be wrong
svn-id: r16670
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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: r16593
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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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test: in ITE type "scene_change 130" at console
svn-id: r16574
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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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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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svn-id: r16553
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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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svn-id: r16482
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o Code formatting in scene.h
svn-id: r16479
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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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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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svn-id: r16399
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svn-id: r16398
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svn-id: r16373
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svn-id: r16364
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- work on "walking" in progress
svn-id: r16298
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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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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: r15884
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svn-id: r15877
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svn-id: r15847
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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
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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
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svn-id: r15691
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svn-id: r15690
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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: r14560
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Introduce immediate events.
svn-id: r14558
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svn-id: r14556
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svn-id: r14463
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