Age | Commit message (Collapse) | Author |
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svn-id: r15658
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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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* The length of a script data buffer is measured in words, not bytes.
* In the long run, I'm sure it'll work better if the data buffers do not
point to recently freed data.
svn-id: r15640
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svn-id: r15636
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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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am sorely tempted to rewrite so that we use the Rect datatype consistently
with how most of the rest of ScummVM does. (E.g. a rectangle covering the
entire ITE screen would have right and bottom as 320 and 200 respectively,
not 319 and 199 like I think we do now.)
svn-id: r15625
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Add some simple stub.
svn-id: r15621
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a bit better now, too. At least the crowd is no longer cheering when the
fair is closed.
svn-id: r15617
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by simple arithmetics.
svn-id: r15615
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svn-id: r15614
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svn-id: r15613
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svn-id: r15574
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There are some minor music-related changes here as well, but that's just
cleanup.
svn-id: r15567
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MIDI and digitized music) use the same method to decide whether or not to
loop.
svn-id: r15566
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Note that I've only tried this with the music.rsc file from the full Linux
version. It seems likely that the Mac version uses the same file format,
but I have no way of verifying this. I'm told the demos use compressed
audio, so the music files from them probably won't work yet.
svn-id: r15527
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svn-id: r15509
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Fixed the overlap when playing the standalone IAF file in the intro.
svn-id: r15508
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byte order will matter.
svn-id: r15507
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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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efficient...
svn-id: r15477
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svn-id: r15473
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because it goes to now buggy isometric level. Use debugger to switch
to some word, say, in Dog Castle and there you may go between rooms.
svn-id: r15462
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svn-id: r15458
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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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work.
svn-id: r15415
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svn-id: r15414
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* The frame pointer is updated. This won't make any difference since we
don't actually *use* the frame pointer yet.
* Return values from script functions are handled like in the original now,
i.e. the function sets thread->retVal and lets the call instruction push
it onto the stack. (There are two call instructions, one that handles
return values and one that doesn't, so the script function doesn't know
if it should push or not.)
* Script return values are handled.
None of this makes any noticeable difference to the ITE intro.
svn-id: r15393
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Windows and Linux versions. (TODO: Handle game detection.)
Added preliminary support for the P2_A.aif file that the Linux version
uses, where the Windows version uses p2_a.voc. Someone will have to verify
the actual format of it, and we have a silly bug in playVoice() which will
have to be fixed before things work properly.
svn-id: r15365
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svn-id: r15332
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svn-id: r15277
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svn-id: r15263
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opening scene a bit nicer.
svn-id: r15241
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it appears that scripts are allowed to access the stack like any other
memory area, so it's probably important that our stacks behave as closely
to the original as possible.
I don't know if this implementation does that yet, but it's a start.
svn-id: r15240
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doesn't do anything to fix any of the underlying problems, but it still
runs pretty well.
svn-id: r15232
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as exciting as it first sounds, because even before this patch the script
would run in its entirety - it just didn't know when to stop.
I guess the exciting things don't happen until the next script is triggered
(TorneyScene?). I think it will be easier to start fixing the numerous
deficiencies (stack handling, SData, missing script functions, etc.) when
we have something more concrete to work with.
svn-id: r15215
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runs for much longer now, but - unsurprisingly - it doesn't work yet.
svn-id: r15192
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GAME
svn-id: r14793
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svn-id: r14790
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o Fix RSCFile on MSVC8.
o Started fixing script opcodes.
svn-id: r14686
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svn-id: r14603
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svn-id: r14568
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svn-id: r14566
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svn-id: r14561
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svn-id: r14560
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svn-id: r14559
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Introduce immediate events.
svn-id: r14558
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svn-id: r14556
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svn-id: r14555
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