Age | Commit message (Collapse) | Author |
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sev had already done that. All that was left for me was this final bit of
cleanup. :-)
svn-id: r19014
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o Fix status text color. (Though text is all ITE-specific)
o Enable inventory drawing
o Load inventory sprites
o Hid now unneeded actor loading debug output
svn-id: r19011
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chapter is selectable without crash. As a side effect all buttons now have
correct backgrounds ;).
svn-id: r19010
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* Verb buttons and texts are drawn at the correct coordinates. I've
compared it to the screenshot on Mobygames.
* Verb text is drawn without shadow.
* The "Walk to", "Look at", "Take" and "Use" buttons all have the correct
background. For some reason, I can't find the sprites for the remaining
four buttons.
svn-id: r19004
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svn-id: r18996
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svn-id: r18994
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has to be fixed too, but now we have no test case for this.
svn-id: r18966
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character selection.
svn-id: r18961
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scene height for individual panel modes.
svn-id: r18959
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svn-id: r18956
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It:
o breaks intro, as now everything seems to be shifted.
o Shows problem at our firt scene where there is no inventory drawn
o Shows problem with our animation code, actor frames are wrong
o Draws actors upside down and probably at wrong location
o Due to incomplete implementation of whichObject() it crashes when
you hover over characters.
svn-id: r18952
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svn-id: r18688
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svn-id: r18669
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scene. But there are following problems:
o Inclomplete support for actors speech, so opSpeak is skipped
o For some weird reason actors do not appear at all. Actually code seems to
be trying to read only protagonist frames
o It crashes on reading sprites due to wrong input
svn-id: r18624
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svn-id: r18595
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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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svn-id: r18526
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code cleanups
svn-id: r18523
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so last sequence should look much better (not perfect)
svn-id: r18516
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and used that to clip the puzzle piece being moved around to avoid
graphics glitches.
svn-id: r18515
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launch so it should be invisible to users.
svn-id: r18497
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allow interaction with actors and objects inside this same area. Other hit
zones may - indeed must - still exist outside the inset, and they are not
affected by this patch.
This fixes some glitches at the glass makers's house in ITE.
svn-id: r18493
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svn-id: r18314
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Fix couple valgrind and compiler warnings.
svn-id: r18313
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preparation for option dialog (wip)
svn-id: r18217
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svn-id: r17975
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WriteStream are now subclasses of it.
* Added new methods eos(), ioFailed(), clearIOFailed() to
all streams. This allows better error checking.
* SaveFile classes take advantage of these new standard
stream APIS
* Removed File::gets()
* Added SeekableReadStream::readLine() (replaces File::gets)
* Added WriteStream::writeString, for convenience
svn-id: r17752
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todo: timeout catchup & capital 'U' & 'D' handling
svn-id: r17748
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o Started to restore inventory functionality
svn-id: r17666
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svn-id: r17635
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svn-id: r16802
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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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Actors & Objects can be hited
svn-id: r16596
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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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svn-id: r16498
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- sprites decoded on first load
- some speed optimization
- actors uses kExtended flag to append spriteList
svn-id: r16497
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introduced getObjectName
svn-id: r16491
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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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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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- implemented script functions for scriptDoors (except iso mode)
- introduced getDisplayWidth() getDisplayHeight() getStatusYOffset getPathYOffset()
svn-id: r16363
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svn-id: r16361
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m68k asm knowledge :)
svn-id: r16356
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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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scale down too fast. Will compare it with original soon.
svn-id: r16244
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TODO: decodeRLESprite must do scale
svn-id: r16135
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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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