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2005-04-15Got rid of scaleX and scaleY, previous code was relying on overflow and to ↵Gregory Montoir
get it right, we would have to introduce floating point numbers. Easier, yet less efficient, is just to get rid of those 2 temporary variables and do the multiplications and divisions when needed. svn-id: r17605
2005-04-10split SaveFileManager::openSavefile and class SaveFile into two, each, one ↵Max Horn
for loading and one for saving svn-id: r17517
2005-04-08load/save sprite data in HE90+ games.Travis Howell
svn-id: r17459
2005-03-25MM NES fixes:Eugene Sandulenko
o Fixed crash when in-game GUI was displayed o Support for save/load o Savegame version bumped svn-id: r17232
2005-02-28Add support for script cycles used by HE90+ games.Travis Howell
svn-id: r16958
2005-01-25added support for compressed bun filesPaweł Kołodziejski
svn-id: r16639
2005-01-06Fixed bug #1093845 after discussing with Fingolfin.Torbjörn Andersson
svn-id: r16449
2005-01-01Updated copyrightMax Horn
svn-id: r16398
2004-12-27Add 'speech' sound type to mixer; make use of that in iMuse DigitalMax Horn
svn-id: r16331
2004-10-07Another attempt at a fix for bug #1032964 (INDY3-VGA: actors walking in ↵Max Horn
wrong places), by making sure all actor walkdata is saved svn-id: r15455
2004-10-02Increase Actor animVariable for HE80+ games.Travis Howell
svn-id: r15382
2004-09-14Save polygonsTravis Howell
Move findObject changes to HE72 svn-id: r15118
2004-09-10Store SCUMM md5s in save game. Save format bump.James Brown
svn-id: r14996
2004-09-10Save game changes for HE80+ games.Travis Howell
svn-id: r14985
2004-09-05Increase actor.sound to 32 for HE 80+ games.Travis Howell
Add some more HE vars. More adjustments for copying script strings in HE games. svn-id: r14903
2004-08-09Add patch #999887 - Possible fix for bug #998276Travis Howell
Also saves _currentMusic svn-id: r14525
2004-07-28Add patch from madm00se for:Travis Howell
#869003 MIVGA: Guybrush shrinks & grows near end of game svn-id: r14355
2004-07-16Set new VARS for older save games.Travis Howell
svn-id: r14227
2004-07-11Bump save game version for HE 7.0 changesTravis Howell
Remove mention of talkspeed default, since it no longer applies. svn-id: r14191
2004-05-02enabled save/load code for imuse digitalPaweł Kołodziejski
svn-id: r13746
2004-02-21Correct VAR_CHARINC in old saves.Travis Howell
svn-id: r12955
2004-02-17save talkVolumeMax Horn
svn-id: r12919
2004-01-11fix loading of old COMI savegames (which are based on the bad old camera var ↵Max Horn
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
2004-01-06updated copyright noticeMax Horn
svn-id: r12176
2004-01-06no need to save information which we can (and do) recomputeMax Horn
svn-id: r12167
2003-12-27more robust resource saving; also save resources with idx 0; renamed ↵Max Horn
Serializer::saveWord/loadWord to saveUint16/loadUint16 svn-id: r11955
2003-12-25Fix for bug #734154 (DIG: Savegame/Island names)Max Horn
svn-id: r11928
2003-11-29new savegame version: store actor pan data; store Audio CD playback status ↵Max Horn
(and when loading, resume playing of tracks which are meant to loop forever) svn-id: r11423
2003-10-03introduced namespace Scumm; made #include statements use scumm/ prefix ↵Max Horn
explicitly svn-id: r10571
2003-09-19fixed some pointer cast warnings on systems with 64 bit pointers (like AMD64)Max Horn
svn-id: r10315
2003-09-14Fix for Bug [805593] MI2: Music stops in LeChuck's fortressJamieson Christian
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
2003-09-09replaced all use of scale items with scale slots. This allowed me to get rid ↵Max Horn
of two big FIXME's, and might fix other scaling bugs in FT/DIG svn-id: r10140
2003-08-29Replaced VER_V* notation for savegames withJamieson Christian
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
2003-08-29Added _roomPalette to savegame.Jamieson Christian
Savegame version now at 21. svn-id: r9900
2003-08-07This seems to be no more usedChris Apers
svn-id: r9585
2003-08-01#include cleanup (explicityl specify the location for headers from common/, ↵Max Horn
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
2003-06-15moved GameId declaration to common/engine.h (more logical); moved scumm ↵Max Horn
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
2003-05-28Patch #743228: Storing mouse cursor info in savegames; Also, increased ↵Max Horn
NUM_SCRIPT_SLOT to 80 (done at the same time so I only have to up the save game version once) svn-id: r8050
2003-05-23Revamped iMuse and Player classes. Player now uses MidiParser to parse its ↵Jamieson Christian
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
2003-05-23added support in the save/load system for 2 dimensional arrays; used this ↵Max Horn
for save/load of localvars -> this fixes many old save games, and allows us to be future compatible svn-id: r7846
2003-05-21Added ParameterFader into savegame format.Jamieson Christian
Savegames are now version 17 (VER_V17). svn-id: r7808
2003-03-06updated copyrights headersPaweł Kołodziejski
svn-id: r6726
2003-01-26Patch 671701: SO_TALK_FREQUENCYJames Brown
svn-id: r6547
2003-01-15increased variable size from 16 to 32 bitsMax Horn
svn-id: r6469
2003-01-14Patch 667613: Extend gfxUsageBits[]James Brown
svn-id: r6453
2003-01-13added V8 scaling codeMax Horn
svn-id: r6440
2003-01-09fixed the 'too many verbs' bug: verbid is 16 bits but was stored in save ↵Max Horn
games as a byte. This means that existing savegames are still affected by the bug svn-id: r6376
2002-12-21Implemented new instrumentation save/load.Jamieson Christian
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
2002-12-17New savefile backend system (bye bye NONSTANDARD_SAVE...)Marcus Comstedt
svn-id: r6007
2002-12-08Patch #650085: Make saveload system extensibleMax Horn
svn-id: r5885