Age | Commit message (Collapse) | Author |
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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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svn-id: r14416
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Got rid of static structure in animation.cpp
svn-id: r14397
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svn-id: r13710
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svn-id: r13687
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various unused stuff; const correctness; etc.
svn-id: r13622
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o text formatting is not consistent with rules, just indent utility is too
dumb for that
o it does not use OSystem, i.e. it runs on direct SDL calls
o it may not even compile on your box
o if you enable it, expect zillions of warnings
o no sound
Now it runs ITE intro as reinherit did
svn-id: r13564
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