Age | Commit message (Collapse) | Author |
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todo: loadMulti - may be wrong
svn-id: r16670
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svn-id: r16653
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svn-id: r16619
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- implement some scriptFunctions
svn-id: r16618
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all ITE opcodes supported (now we should go through scriptFunctions)
svn-id: r16617
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svn-id: r16616
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svn-id: r16615
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svn-id: r16614
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- talk to someone
- look at something
svn-id: r16607
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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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stay in each scene except intro and fade-in/fade-outs.
o Implemented status text coloring during work of auxiliary scripts.
svn-id: r16598
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svn-id: r16595
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Things which are missing:
(a) mouse support due to incomplete interface implementation
(b) arrows do not pop up by same reason mentioned above
(c) scrolling does not work
(d) kReplyOnce flag is missing due to wrong threads memory implementation
svn-id: r16589
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'scene_change 33' in debugger.
svn-id: r16588
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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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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: r16492
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introduced getObjectName
svn-id: r16491
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- implement debug actor walk path (press f6)
svn-id: r16456
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no longer needed.
svn-id: r16450
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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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- placard should work over way:
set Wait flag for thread (as in opSpeak)
remove inner loop (processInput...)
svn-id: r16418
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o Proper detection for Mac Wyrmkeep CD
o Support for wyrmkeep logos
svn-id: r16415
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svn-id: r16399
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svn-id: r16398
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o Improved debug output
o Do not produce a lot of frameCount < 0 messages
o Okk now appears after first scene
o implemented yet another animation function
o Renamed SF_* -> sf* for functions I know are correct
svn-id: r16390
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now.
svn-id: r16387
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svn-id: r16375
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- implemented script functions for scriptDoors (except iso mode)
- introduced getDisplayWidth() getDisplayHeight() getStatusYOffset getPathYOffset()
svn-id: r16363
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svn-id: r16353
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o Implemented almost all animation opcodes
svn-id: r16352
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svn-id: r16308
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- work on "walking" in progress
svn-id: r16298
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svn-id: r16289
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- added sfSetActorState function
svn-id: r16288
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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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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
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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: r15796
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svn-id: r15728
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svn-id: r15722
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svn-id: r15691
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svn-id: r15690
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Scene skipping now works, but scripts aren't chained yet.
svn-id: r15688
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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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Add some simple stub.
svn-id: r15621
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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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