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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