Age | Commit message (Collapse) | Author |
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svn-id: r19735
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svn-id: r19672
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svn-id: r19357
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svn-id: r19142
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svn-id: r18908
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svn-id: r18857
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games. The mask pointer and maskbit weren't properly updated for the first
pixel of each new row.
Note that I do not have any of the Amiga games myself, so this fix is
based on observing what happens when forcing the PC version of MI2 to use
proc3_ami() instead of proc3().
svn-id: r18829
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svn-id: r18750
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svn-id: r18604
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svn-id: r18444
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svn-id: r18304
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svn-id: r18249
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script
svn-id: r18198
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o Fix all actor mask bugs
o Simplify masking considerably
o Moved the decodesNESObject call from object.cpp into gfx.cpp
svn-id: r18177
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svn-id: r18104
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with the small scale AKOS scale table (they were identical)
svn-id: r18103
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svn-id: r17716
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Make HE60 specific to puttdemo, since it is unqie.
Other HE60 games changed to HE 61.
svn-id: r17698
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svn-id: r17518
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complies a bit better with our code formatting rules
svn-id: r17508
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svn-id: r17488
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1. properly handle costume colors in dark rooms (verified against disasm)
2. optimize NES audio generation a little bit - instead of calling a function ~80 times to get one audio sample, it calls it once and just loops ~80 times internally
3. NES audio now obeys the volume control
4. in MM NES, o2_setObjPreposition is a no-op
5. o2_lights uses new-style light values (i.e. bitfields) in MM NES
6. o2_delay, use ssPaused identifier rather than a literal '1'
7. in MM NES, o5_saveLoadGame only explicitly checks for type '1' (load), defaulting to save for any other value
svn-id: r17443
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there are still some glitches with sliding actors which require different
handling of actors talking.
svn-id: r17329
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Cleanup
svn-id: r17317
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svn-id: r17258
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the NES costume code in the process (sorry if I broke stuff for the NES folks, but I figure it is better to get this done properly now before we have to untangle the mess later)
svn-id: r17257
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svn-id: r17256
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svn-id: r17235
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o Now it shows that our mask is too blocky
o Mask is always applied, i.e. even when actor is in front of masking
object
o Probably we need to shift mask up.
svn-id: r17228
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svn-id: r17213
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o Swap palette entries 0x00 and 0x1D in all necessary places. This gets
rid of gray background
o added a function NES_loadCostumeSet(int n) in order to do #1 for sprites
o Widen screen to 256 pixels and center narrow rooms in it
o Partial fix for subtitle rendering, now at least first line is
rendered with identation
svn-id: r17212
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o Doesn't crash when going upstairs. Now game is playable up to
the green tentacle
o Proper subtitles colors
o Room mask is decoded but doesn't affect sprites yet
o Inventory draw issues fixed
o Fix actors position when they're facing right
svn-id: r17191
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caused by too narrow screen. Also text clearing doesn't work.
svn-id: r17164
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svn-id: r17162
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should be using subclasses; and maybe we should add AKOSLoadedCostume and NESLoadedCostume ?
svn-id: r17161
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o Actors do not leave trails, though background isn't restored since
that code always uses two buffers and nes isn't. I have to switch it to
use two
o Add Swedish version of MM NES
o Code formatting fixes
svn-id: r17156
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Animated costumes for NES maniac.
svn-id: r17145
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svn-id: r17143
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svn-id: r17142
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routine.
svn-id: r17141
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svn-id: r17139
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svn-id: r17138
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o Position is not correct
o Colors are wrong
o No animation
o They're not wiped out correctly, maybe because of first problem
svn-id: r17137
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svn-id: r17133
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svn-id: r17080
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formatting standards. Earlier we had half of vars named with leading
underscore and half without it.
Now code in actor.cpp is considerably more readable.
svn-id: r17068
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svn-id: r16398
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svn-id: r16014
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(used to be a member var)
svn-id: r15887
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svn-id: r15759
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