Age | Commit message (Collapse) | Author |
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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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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: r15702
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svn-id: r15690
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ScummVM.
Note that these are only the cases I was able to find in one morning. There
may be others left to fix. But I'm sure at least most of them will be found
when we start cleaning up the codebase a bit.
svn-id: r15641
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svn-id: r15414
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svn-id: r14556
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svn-id: r14463
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Fix compilation.
svn-id: r14452
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svn-id: r14451
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svn-id: r14450
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svn-id: r14449
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svn-id: r14443
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leakage in the engine.
svn-id: r14427
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svn-id: r14419
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animations wasn't caused by this commit :)
svn-id: r14405
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svn-id: r14086
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standard printf()s left, though.
svn-id: r13791
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In fact there were no binary writes at all.
svn-id: r13773
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Improved game detector
svn-id: r13724
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svn-id: r13715
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svn-id: r13687
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svn-id: r13624
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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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