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path: root/scumm/insane/insane_ben.cpp
AgeCommit message (Collapse)Author
2005-01-01Updated copyrightMax Horn
svn-id: r16398
2004-12-05this is just how watcom handles signed divisionGregory Montoir
svn-id: r15987
2004-08-11A few correctionsTravis Howell
svn-id: r14554
2004-08-07Correction my earlier mistakeTravis Howell
svn-id: r14498
2004-08-07Wrong valueTravis Howell
svn-id: r14496
2004-08-07OoopsTravis Howell
svn-id: r14495
2004-08-07PC FT demo INSANE actually used a combined actor02Reaction/actor03ReactionTravis Howell
svn-id: r14494
2004-08-07More PC FT demo INSANE differences (Sounds)Travis Howell
svn-id: r14493
2004-08-06More PC FT demo INSANE differences (Costumes)Travis Howell
svn-id: r14486
2004-08-06More PC FT demo INSANE differences (Weapons)Travis Howell
svn-id: r14483
2004-08-05More difference in INSANE of PC version of FT demo.Travis Howell
Some sounds work now. svn-id: r14465
2004-08-05Small correction from FT disasm.Travis Howell
Add some basic support for INSANE in PC version of FT demo svn-id: r14464
2004-06-23Fixed FT, so battles are not so ridiculously easy as before. Now match originalEugene Sandulenko
svn-id: r14007
2004-02-10Use RandomSource instead of rand() in INSANEEugene Sandulenko
svn-id: r12802
2004-02-02Fixed most bugs, so only cosmetic visual things left.Eugene Sandulenko
o Support transparency for characters. Needed for cockpit rendering o Fixed bug in NUT renderer which drawed transparent characters garbled o Fixed long-standing (and outstanding) bug with SAUD error o Previous fix fixed music in some cases (scene transitions) o Fixed bug with palette being reset when smush video is rewind o Made debug level for insane adjustable at compile time (maybe I will remove it later) svn-id: r12717
2004-02-01o Major debug of all actors codeEugene Sandulenko
o Road signs aligned to match original o Fixed bug with Ben's velocity not reset with scene switch o Removed some unused code o Debug level increased, so console is not flooded anymore o Rearranged those huge switch statements I succesfully passed by all insane scenes, so FT should be completable now with some SAUD related crashes which are easy to avoid. svn-id: r12695
2004-01-30o Renamed more variables/structures to reflect their functionalityEugene Sandulenko
o Fixed bug with only caveman approaching o Extended smush player to process FT-specific overlays in videos. They're used to draw broken truck & car approaching and opponents on the mineroad svn-id: r12670
2004-01-26o Fixed bug with lost inventoryEugene Sandulenko
o Gave meaningful names to many variables o Eliminated some slipped debug output o Fixed vista-ranch scenes transition o Now it is possible to equip goggles svn-id: r12623
2004-01-25Fixed plenty of bugs:Eugene Sandulenko
o Seek error. Now it seems to cover all cases o Shadows in tunnels on mineroad o Renamed some function to match functionality o bug #867555 (Problems between Mink Farm and Poyhoga) o Ben disappearing in car chase svn-id: r12586
2004-01-19cleanupMax Horn
svn-id: r12528
2004-01-18Renamed startSound1 & startSound2 to correct names due to complete iMUSEEugene Sandulenko
digital implementation. svn-id: r12479
2004-01-16Moved FT INSANE to a separate directory and splitted it to multiple files.Eugene Sandulenko
svn-id: r12444
2004-01-16Moved FT INSANE to a separate directoryEugene Sandulenko
svn-id: r12443