Age | Commit message (Collapse) | Author |
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svn-id: r18907
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this point. :-)
svn-id: r18903
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font Ids in game settings. Also uhnm demo will definitely not work with current
code as it has lesser number of fonts.
svn-id: r18900
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svn-id: r18899
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svn-id: r18898
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svn-id: r18896
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svn-id: r18895
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svn-id: r18894
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svn-id: r18893
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* Use the script-specified text area for subtitles, if there is one.
* Fixed a word-wrapping bug that would happen if a new line began with a
space. I don't know about ITE, but IHNM puts two spaces after periods. Of
course, the case where I saw this happen will probably go away once we
start using the right font, but it could still happen elsewhere.
svn-id: r18890
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svn-id: r18889
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constness.
svn-id: r18888
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plays fine now, as far as I can tell, except for some missing sound effects
and the subtitles use the wrong font and are probably drawn in the wrong
position.
svn-id: r18887
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array is large enough though.
These opcodes modify what I assume to be the game state, so that
information needs to be stored in the savegames. Not for ITE, though, so
savegame compatibility is not broken by this. (Not deliberately, at least.)
svn-id: r18885
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svn-id: r18884
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there was one.)
svn-id: r18880
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svn-id: r18879
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The intro runs a whole series of animations. Each of these use animation
slot 0, like the original. Currently this means we leak a bit of memory for
each new animation.
More noticeably, we have no way of cancelling outstanding animation events,
so unless the animations finish on their own - as some of them do - the
events will just pile up, causing the animations to run faster and faster.
I don't know if implementing the remaining cutaway opcodes will fix this
automagically, or if we need to re-think our approach...
svn-id: r18878
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svn-id: r18877
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not the animations themselves. Still, it's enough to make the IHNM intro
look fairly interesting.
svn-id: r18874
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to actually *play* the cutaways. I'll look into that later.
svn-id: r18865
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svn-id: r18864
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sure since I don't have FLAC installed on this computer. The looping for
standalone tracks looked a little strange, too, so I've changed it.
svn-id: r18855
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svn-id: r18854
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of you, but I'm getting increasingly frustrated with the number of almost
indistinguishable, yet subtly different versions of ITE.
svn-id: r18853
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the opposite byte order of the rest of the files. This is needed for the
multi-OS version. (Now it crashes with a "RAWInputStream() wrong musicInfo"
message instead, but it's still an improvement.)
svn-id: r18852
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our game detection agrees with that at the moment.
svn-id: r18851
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svn-id: r18849
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svn-id: r18798
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and actor regression
svn-id: r18789
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svn-id: r18779
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svn-id: r18774
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some memory allocation minimization
svn-id: r18742
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svn-id: r18741
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o Added debug output method to Location structure
o Fixed long-standing bug with save version being saved not in constant
endianness
svn-id: r18740
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svn-id: r18739
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in Options Dialog not fully functional"
svn-id: r18738
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svn-id: r18735
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svn-id: r18730
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is supposed to play at this point has resource number 32. _songTable[0]
contains the value 32 at this point, so song 0 is probably a valid music
request, and not a request to stop the music.
At the other end of the list, I believe the song number has to be *less*
than _songTableLen, not less or equal to it.
But feel free to revert this change if I'm messing things up.
svn-id: r18719
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messages.
svn-id: r18718
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svn-id: r18717
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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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names to text Ids.
svn-id: r18699
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(difficulties of leaving scenes)
svn-id: r18698
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o Now hints get correct voices.
svn-id: r18695
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svn-id: r18694
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svn-id: r18693
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svn-id: r18688
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svn-id: r18677
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