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2003-01-06cleanup; added a hack to avoid crash in the canon scene (at least it works ↵Max Horn
this way for me) svn-id: r6347
2003-01-06unified function names (compared to V8); added some FIXME commentsMax Horn
svn-id: r6344
2003-01-01fixed cutscene override in V8; cleanupMax Horn
svn-id: r6316
2002-12-31implemented o8_getDateTimeMax Horn
svn-id: r6295
2002-12-30More 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
2002-12-27implemented V8 verbops fully, based on V6 - this contains some guessing and ↵Max Horn
may contain mistakes. Also added string width opcode svn-id: r6200
2002-12-26group startScript/Object codes (no code change)Max Horn
svn-id: r6180
2002-12-26map 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
2002-12-26Update 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
2002-12-26dummy o8_startVideo implementationMax Horn
svn-id: r6166
2002-12-26reuse the old (ugly nasty dreaded) string system for V8, too (by supplying a ↵Max Horn
NUT based CharsetRenderer) svn-id: r6162
2002-12-25cleanupMax Horn
svn-id: r6140
2002-12-25chenged opcode o8_breakHerVar to o6_delayFramesPaweł Kołodziejski
svn-id: r6139
2002-12-25converted heaps of int16 to int for V8 compatibility; fixed defineArray for ↵Max Horn
V8; added some work in o8_kludge2 svn-id: r6132
2002-12-25Clean up the hack. But it's still kinda a hack. Er. :)James Brown
svn-id: r6130
2002-12-25more opcodes (we see graphics again, albeit only briefly before it crashes)Max Horn
svn-id: r6106
2002-12-24enabled room & local scripts in V8; some more opcodesMax Horn
svn-id: r6105
2002-12-24more V8 opcodes (mostly rerouting to V6 ones)Max Horn
svn-id: r6088
2002-12-23don't let unknown V8 codes pass by (it makes debugging pretty hard)Max Horn
svn-id: r6081
2002-12-23fix jumpTrue/jumpFalse opcodes; slightly better debug outputMax Horn
svn-id: r6075
2002-12-23more V8 workMax Horn
svn-id: r6074
2002-12-23some flesh to the V8 bonesMax Horn
svn-id: r6073
2002-12-23more V8 mods; cleanupMax Horn
svn-id: r6070
2002-12-23resolved some arguments with aquadran about how to go on about this :-). ↵Max Horn
Renamed three v6 opcodes svn-id: r6068
2002-12-23changed Dword to Uint32, I hope, Filgolfin will be happy :)Paweł Kołodziejski
svn-id: r6067
2002-12-23updated list opcode script v8Paweł Kołodziejski
svn-id: r6066
2002-12-23word 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
2002-12-22why 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
2002-12-22some more V8 opcode fleshMax Horn
svn-id: r6061
2002-12-22added 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