Age | Commit message (Collapse) | Author |
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that the instruction wasn't fully read, so the next opcode would be wrong.
This is what caused it to crash.
To keep the game from hanging, I also allowed the engine to call the
_actors->direct() function for IHNM. This allows AM's intro speech to be
played in its entirety.
Since this includes the "hate" speech, I've removed that part from the
hard-coded intro. To get the right music playing, I've enabled the
sfPlayMusic() function for IHNM. This is pure guesswork, though. Once the
scene changes, the wrong music plays again. However, this is scene music,
i.e. not scripted.
It doesn't play the background sound. Looks like _fxTable[] isn't generated
for IHNM. More noticeably, until the scene changes it doesn't show any
graphics apart from the subtitles, which are drawn in the wrong colour and
(I believe) the wrong font.
svn-id: r18712
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svn-id: r18656
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opcode because it tries to execute string data.
svn-id: r18654
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svn-id: r18645
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svn-id: r18643
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o Load voices LUT for IHNM
svn-id: r18640
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svn-id: r18638
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svn-id: r18637
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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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fixed intro voice at endscene
svn-id: r18616
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the correct behaviour, but surely it's less evil now?
svn-id: r18606
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svn-id: r18604
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svn-id: r18602
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svn-id: r18595
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svn-id: r18579
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svn-id: r18574
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svn-id: r18573
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svn-id: r18564
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-adds patch file support
-global _vm removed
cleanups
svn-id: r18560
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now use MagicHat (be carefull not to exceed overall scene number)
svn-id: r18410
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the thread has been destroyed. This fixes a crash when leaving the ferret
guild lodge, and probably other places as well.
svn-id: r18399
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svn-id: r18397
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svn-id: r18383
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implemented inventory save-load
svn-id: r18071
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implemented sfGetObjImage, sfSetObjImage, sfSetObjName
svn-id: r17789
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fixed: now protagonist can't be target object
fixed: statusbar color
added: *mouseButtonPressed in SagaEngine
svn-id: r17672
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one of the faire animals. I believe it's the one the original source code
calls "FaireRam - 65", but I haven't verified that.)
svn-id: r17544
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ps:doors can be opened
svn-id: r17350
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- right mouse action fixed
svn-id: r17347
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svn-id: r17287
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tent)
svn-id: r17286
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svn-id: r16653
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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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opReturnV
svn-id: r16609
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svn-id: r16608
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- talk to someone
- look at something
svn-id: r16607
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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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- 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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'scene_change 33' in debugger.
svn-id: r16588
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The first IHNM script does not use random branching after all.)
svn-id: r16573
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- many structers and fields renamed to proper names
- added missing functions
svn-id: r16562
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IHNM script seems to use it, but doesn't get that far because it terminates
on an unknown script function.
svn-id: r16558
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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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introduced getObjectName
svn-id: r16491
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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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