Age | Commit message (Collapse) | Author | |
---|---|---|---|
2003-02-18 | stub opcode E0 which makes moondemo and fbdemo start yay | Jonathan Gray | |
svn-id: r6624 | |||
2003-02-18 | cleanup | Max Horn | |
svn-id: r6621 | |||
2003-02-18 | change getDateTime to be a v6 opcode, and hopefully not break anything | Jonathan Gray | |
svn-id: r6619 | |||
2003-02-17 | pickVarRandom stub | Jonathan Gray | |
svn-id: r6618 | |||
2003-02-17 | unstub stopTalking as the relevant function stopTalk() already exists in ↵ | Jonathan Gray | |
scummvm, add an attempt at findAllObjects that is hopefully not totally wrong, puttmoon now crashes on finding an AKOS block when it is expecting COST, some surgery may be required as all the AKOS stuff seems to be wrapped up in GF_AFTER_V7 svn-id: r6614 | |||
2003-02-16 | change o6_uknownCD name for o6_stampObject | Jonathan Gray | |
svn-id: r6611 | |||
2003-02-15 | add stubs for openFile closeFile and deleteFile opcodes | Jonathan Gray | |
svn-id: r6608 | |||
2003-02-14 | add stub for o6_stopTalking | Jonathan Gray | |
svn-id: r6606 | |||
2003-01-27 | Theoretically implement O_DRAW_OBJECT - although it doesn't seem to work | James Brown | |
svn-id: r6560 | |||
2003-01-26 | LCA03 sync: Modified version of the untrap patch, debugger | James Brown | |
savegame/loadgame changes, attempts at making the ComI save/load screen (F1) work. The savegame part of the screen does not work due to a crash, the load part SHOULD... but something resets the saveload flags before they are processed (help! :) svn-id: r6545 | |||
2003-01-06 | cleanup; added a hack to avoid crash in the canon scene (at least it works ↵ | Max Horn | |
this way for me) svn-id: r6347 | |||
2003-01-06 | unified function names (compared to V8); added some FIXME comments | Max Horn | |
svn-id: r6344 | |||
2003-01-01 | fixed cutscene override in V8; cleanup | Max Horn | |
svn-id: r6316 | |||
2002-12-31 | implemented o8_getDateTime | Max Horn | |
svn-id: r6295 | |||
2002-12-30 | More CMI opcode work. The Murray scene outside the Voodoo ladys house (-d1 ↵ | James Brown | |
-b201) and the Map (-d1 -b226) now mostly work svn-id: r6281 | |||
2002-12-27 | implemented V8 verbops fully, based on V6 - this contains some guessing and ↵ | Max Horn | |
may contain mistakes. Also added string width opcode svn-id: r6200 | |||
2002-12-26 | group startScript/Object codes (no code change) | Max Horn | |
svn-id: r6180 | |||
2002-12-26 | map V8 talk opcodes to the right V6 opcodes; however, talking still locks up ↵ | Max Horn | |
after the first sentence is uttered (looking into that now); various cleanup; added a guess at VAR_EGO (based on what cmidec says is the 'default_actor') svn-id: r6176 | |||
2002-12-26 | Update more CMI opcodes. The first room now starts, although actor text ↵ | James Brown | |
crashes if I try and draw it (Fingolfin?). Object Flags seem to be, suprise, wrong.. as the door to the outside starts open :) svn-id: r6169 | |||
2002-12-26 | dummy o8_startVideo implementation | Max Horn | |
svn-id: r6166 | |||
2002-12-26 | reuse the old (ugly nasty dreaded) string system for V8, too (by supplying a ↵ | Max Horn | |
NUT based CharsetRenderer) svn-id: r6162 | |||
2002-12-25 | cleanup | Max Horn | |
svn-id: r6140 | |||
2002-12-25 | chenged opcode o8_breakHerVar to o6_delayFrames | Paweł Kołodziejski | |
svn-id: r6139 | |||
2002-12-25 | converted heaps of int16 to int for V8 compatibility; fixed defineArray for ↵ | Max Horn | |
V8; added some work in o8_kludge2 svn-id: r6132 | |||
2002-12-25 | Clean up the hack. But it's still kinda a hack. Er. :) | James Brown | |
svn-id: r6130 | |||
2002-12-25 | more opcodes (we see graphics again, albeit only briefly before it crashes) | Max Horn | |
svn-id: r6106 | |||
2002-12-24 | enabled room & local scripts in V8; some more opcodes | Max Horn | |
svn-id: r6105 | |||
2002-12-24 | more V8 opcodes (mostly rerouting to V6 ones) | Max Horn | |
svn-id: r6088 | |||
2002-12-23 | don't let unknown V8 codes pass by (it makes debugging pretty hard) | Max Horn | |
svn-id: r6081 | |||
2002-12-23 | fix jumpTrue/jumpFalse opcodes; slightly better debug output | Max Horn | |
svn-id: r6075 | |||
2002-12-23 | more V8 work | Max Horn | |
svn-id: r6074 | |||
2002-12-23 | some flesh to the V8 bones | Max Horn | |
svn-id: r6073 | |||
2002-12-23 | more V8 mods; cleanup | Max Horn | |
svn-id: r6070 | |||
2002-12-23 | resolved some arguments with aquadran about how to go on about this :-). ↵ | Max Horn | |
Renamed three v6 opcodes svn-id: r6068 | |||
2002-12-23 | changed Dword to Uint32, I hope, Filgolfin will be happy :) | Paweł Kołodziejski | |
svn-id: r6067 | |||
2002-12-23 | updated list opcode script v8 | Paweł Kołodziejski | |
svn-id: r6066 | |||
2002-12-23 | word size for V8 games is 4 bytes, as opposed to 2 bytes in V6/V7 games. ↵ | Max Horn | |
Hence we adjust fetchScriptWord - this way we can reuse all sorts of code (and no, this is not really a hack - word size by tradition is something which varies depending on the architecture, so it is even consistent) svn-id: r6064 | |||
2002-12-22 | why not reuse the V6 opcode implementations, it would seems many of them are ↵ | Max Horn | |
identical in V8. Or maybe V8 actually uses 32 bit ops in some places, but then we can still deal with that once we are actually in the position to try run any scripts :-) svn-id: r6062 | |||
2002-12-22 | some more V8 opcode flesh | Max Horn | |
svn-id: r6061 | |||
2002-12-22 | added some preliminary V8 work. Nope, it is not useful at all, and it ↵ | Max Horn | |
doesn't mean we will have CMI support in this millenium, so don't hold your breath svn-id: r6060 |