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path: root/scumm/costume.cpp
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2003-08-26Revert v1 zak face costume color nack to 8, since palette is fixed.Travis Howell
svn-id: r9870
2003-08-25cleanupMax Horn
svn-id: r9865
2003-08-25check for costume format, not engine versionMax Horn
svn-id: r9860
2003-08-25fixed and cleaned up V1 actor maskingMax Horn
svn-id: r9856
2003-08-24Minor cleanupTravis Howell
svn-id: r9839
2003-08-20Remove my junkTravis Howell
svn-id: r9797
2003-08-20v1 zak costume colors should be perfect nowTravis Howell
svn-id: r9796
2003-08-20v1 zak costume color almost all right.Travis Howell
svn-id: r9794
2003-08-19small changes to v1 maskPaweł Kołodziejski
svn-id: r9779
2003-08-19Correction for v1 zak facesTravis Howell
svn-id: r9773
2003-08-18fixed y position of mask in v1 costume renderingPaweł Kołodziejski
svn-id: r9767
2003-08-18Updated globals access for PalmOSChris Apers
svn-id: r9759
2003-08-18Add support for flashlight in v1 maniac by converting older values.Travis Howell
Prevent warning about dummy function (Which has no purpose) in zak svn-id: r9756
2003-08-18Use correct costume color for darkness in v1 zakTravis Howell
svn-id: r9752
2003-08-18Fix v1 zak costume colorsTravis Howell
svn-id: r9748
2003-08-17Enabled the v1 costume palette tables Kirben and Hoenicke added earlier.Torbjörn Andersson
svn-id: r9745
2003-08-17Remove c64_ignorePakCols calls for v1 games, since they cause crashes and ↵Travis Howell
don't seem to be required. Makes v1 maniac completable, maybe v1 zak too. svn-id: r9736
2003-08-17Add palette tables for v1 costumes, thanks to HoenickeTravis Howell
Code isn't enabled yet though. svn-id: r9733
2003-08-15Set v1 actor color to static for now, so actors can at least be seen easier.Travis Howell
Change default colors so at least Dave's color look right. svn-id: r9699
2003-08-13Explicitly stated a bit masking to please VC.NET2003 runtime small types ↵Bertrand Augereau
conversion checks. svn-id: r9674
2003-08-12this makes more sense in hexJonathan Gray
svn-id: r9645
2003-08-12mention what format a costume is using (ie why it is invalid)Jonathan Gray
svn-id: r9644
2003-08-11Ooops that should only be for Amiga scumm 5 games.Travis Howell
svn-id: r9637
2003-08-11Fix for Bug [770364] MI2: Amiga - Segfault when entering barJamieson Christian
Possible fix for Bug [770085] MI2: Amiga version always crashes after a few minutes Corrected OOB graphics writes in proc3_ami() by fixing the mask to properly detect negative Y values. Don't know if this is the right way to fix this -- there are enough GFX bugs in the Amiga code as to make assessment difficult -- but at least it averts crashes. svn-id: r9634
2003-08-11Fix a regression, this code is required for Amiga versions!Travis Howell
Fixes some brief costume distortions svn-id: r9633
2003-07-24cleanup: encapsulate some more members of class Actor, and rename ↵Max Horn
newDirection -> targetFacing (since it corresponds to the future value of 'facing'; the distinction between 'facing' and 'direction' is extremly fuzzy) svn-id: r9175
2003-07-19moved up code for v1 setActorPalette funcPaweł Kołodziejski
svn-id: r9084
2003-07-14fixed up c64_ignorePakCols (it's still a hack and not working properly, but ↵Max Horn
at least it doesn't crash anymore; we probably should just remove it, and then handle the skiping inside proc64); determin which costume codec to use based on the costume format, not the scumm version svn-id: r9019
2003-07-13reduce code duplication; theoretical masking implementation for C64 ↵Max Horn
costumes, can't test since masking is disabled in gfx.cpp for C64/V1 games svn-id: r8972
2003-07-13C64 costumes work now enough to be recognizableMax Horn
svn-id: r8970
2003-07-13Simpler checkTravis Howell
svn-id: r8969
2003-07-13fix x/y limb offsets and transparancy with C64 costume rendererMax Horn
svn-id: r8962
2003-07-08not sure which of the two variants is correct (but I am pretty sure the old ↵Max Horn
one, with _height>>3, was wrong) svn-id: r8867
2003-07-08each row has to be drawn 8 times (8x8 chars, after all), see also ↵Max Horn
Gdi::drawStripC64Object etc.) svn-id: r8866
2003-07-08rewrote c64_ignorePakCols to what I *think* it should look like, base on my ↵Max Horn
understanding of the code. so far completely untested :-) svn-id: r8864
2003-07-08width has to be multiplied by 8; not sure about xmove, the values still look ↵Max Horn
completely wrong compared to V2 svn-id: r8862
2003-07-08turns out the +4 on _baseptr is needed everywhere - now _animCmds matches ↵Max Horn
between V1 and V2 MM, too, as well as the frameptr svn-id: r8861
2003-07-08the 'mask' value is now also right; data at 'r' seems to match, too, and ↵Max Horn
finally the same limbs are used in V1 MM as in V2 MM svn-id: r8860
2003-07-08_dataOffsets has the correct value now (based on comparisions of repeated ↵Max Horn
offsets in the offsets tables, and matching them up between V1 and V2) svn-id: r8859
2003-07-08again some code transformation (no functionality change; the V1 specific ↵Max Horn
modifications now mostly have to be done in one spot, and it's now pretty obvious how things evolved towards AKOS svn-id: r8858
2003-07-08ok, thanks erik for pointing out to me where this occurs :-)Max Horn
svn-id: r8857
2003-07-08some more cleanup / C64 tweaksMax Horn
svn-id: r8856
2003-07-08make more explicit :-)Max Horn
svn-id: r8855
2003-07-08costume code cleanup & some more C64 tweaksMax Horn
svn-id: r8854
2003-07-08clarified commentMax Horn
svn-id: r8853
2003-07-08move V1_ignorePakCols to CostumeRenderer (it makes absolutely no sense to ↵Max Horn
keep it in BaseCostumeRenderer), and renamed it to c64_ignorePakCols to avoid confusion (V1 in the context of costumes means the original costume format, as opposed to AKOS; and *not* the scumm version); added FIXME to cost_decodeData (have my doubts about it being correct) svn-id: r8852
2003-07-07Add missing bit of code, still hopelessly broken.James Brown
svn-id: r8841
2003-07-05Attempt some more V1 costume work. Not that it helps yet.James Brown
svn-id: r8773
2003-06-25more const qualifiersMax Horn
svn-id: r8649
2003-06-19again fix for v1 costume headerPaweł Kołodziejski
svn-id: r8565