Age | Commit message (Collapse) | Author |
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svn-id: r16639
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svn-id: r16449
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svn-id: r16398
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svn-id: r16331
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wrong places), by making sure all actor walkdata is saved
svn-id: r15455
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svn-id: r15382
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Move findObject changes to HE72
svn-id: r15118
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svn-id: r14996
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svn-id: r14985
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Add some more HE vars.
More adjustments for copying script strings in HE games.
svn-id: r14903
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Also saves _currentMusic
svn-id: r14525
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#869003 MIVGA: Guybrush shrinks & grows near end of game
svn-id: r14355
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svn-id: r14227
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Remove mention of talkspeed default, since it no longer applies.
svn-id: r14191
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svn-id: r13746
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svn-id: r12955
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svn-id: r12919
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locations; note that COMI savegames made between this change and my previous change to vars.cpp may be 'lost' due to this, however that should be minor compared to loosing all previous COMI savegames ;-)
svn-id: r12324
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svn-id: r12176
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svn-id: r12167
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Serializer::saveWord/loadWord to saveUint16/loadUint16
svn-id: r11955
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svn-id: r11928
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(and when loading, resume playing of tracks which are meant to loop forever)
svn-id: r11423
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explicitly
svn-id: r10571
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svn-id: r10315
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Implemented _cmd_queue save/load. In addition to requiring
_cmd_queue information, this bug arises from a rare assumption
that sound resources are loaded in memory even though they
aren't currently playing. Therefore, a list of sound resources
loaded in memory is included in the savegame, so that all
relevant sound resources are reloaded when the savegame is
loaded. This also fixes an unreported music bug in S&M when
saving a game while outside the Bumpusville mansion.
As a result of savegame format modifications, we are now at
savegame version 23.
svn-id: r10254
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of two big FIXME's, and might fix other scaling bugs in FT/DIG
svn-id: r10140
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a simple number. So that it's still obvious
that the number refers to version, a VER()
macro does nothing to the number but makes
it obvious what the number is for. This
has the exact same effect as the enum that
was going to get more and more lengthy
as the savegame version evolved.
svn-id: r9901
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Savegame version now at 21.
svn-id: r9900
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svn-id: r9585
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so that we at some point can get rid of -Icommon; exception is made for stdafx.h, since a) we might want to rename it and b) might want to move it to the top level)
svn-id: r9359
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specific stuff from gameDetector.h to scumm.h; cleaned up some #includes (ideally, never #include something in a header file if you can avoid it - this cuts down interdepencies)
svn-id: r8496
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NUM_SCRIPT_SLOT to 80 (done at the same time so I only have to up the save game version once)
svn-id: r8050
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data, which will allow it to parse other MIDI formats. To receive parsed data, Player now derives from MidiDriver to act as a "fake MIDI driver".
Miscellaneous upgrades and fixes to MidiParser, including the Smart Jump (which could not be tested before iMuse started making use of the MidiParser).
*** THIS IS A BIG UPGRADE! EXTENSIVE REGRESSION TESTING IS NEEDED! ***
This has been tested through the intros and a number of other scenes from MI2, FOA and S&M.
NOTE! This upgrade introduces savegame format version V19. Earlier version savegames will load, but the music will simply start over from the beginning. Only V19 and later games will properly restore the position of the music! Don't say you weren't warned....
svn-id: r7849
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for save/load of localvars -> this fixes many old save games, and allows us to be future compatible
svn-id: r7846
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Savegames are now version 17 (VER_V17).
svn-id: r7808
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svn-id: r6726
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svn-id: r6547
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svn-id: r6469
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svn-id: r6453
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svn-id: r6440
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games as a byte. This means that existing savegames are still affected by the bug
svn-id: r6376
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Save/load version is now VER_V11.
Adlib/MT-32 instrumentation is now saved and loaded.
BACK UP YOUR VER_V10 SAVEGAMES, JUST IN CASE!
svn-id: r6044
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svn-id: r6007
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svn-id: r5885
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svn-id: r4999
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code to saveload.h
svn-id: r4997
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svn-id: r4863
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svn-id: r4785
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