Age | Commit message (Collapse) | Author |
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complies a bit better with our code formatting rules
svn-id: r17508
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in MM NES but extract it directly from ROM. Patch from Quietust
svn-id: r17505
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1. properly handle costume colors in dark rooms (verified against disasm)
2. optimize NES audio generation a little bit - instead of calling a function ~80 times to get one audio sample, it calls it once and just loops ~80 times internally
3. NES audio now obeys the volume control
4. in MM NES, o2_setObjPreposition is a no-op
5. o2_lights uses new-style light values (i.e. bitfields) in MM NES
6. o2_delay, use ssPaused identifier rather than a literal '1'
7. in MM NES, o5_saveLoadGame only explicitly checks for type '1' (load), defaulting to save for any other value
svn-id: r17443
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svn-id: r17316
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(hypothetic goal for the future: use ResourceManager in ScummEx)
svn-id: r17311
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o Fix number of global objects
o Camera-related differences
o Proper user states
o Updated MD5 for new 00.lfl
svn-id: r17268
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svn-id: r17235
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Started to tackle inventory.
svn-id: r17219
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are at wrong places.
svn-id: r17217
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o Swap palette entries 0x00 and 0x1D in all necessary places. This gets
rid of gray background
o added a function NES_loadCostumeSet(int n) in order to do #1 for sprites
o Widen screen to 256 pixels and center narrow rooms in it
o Partial fix for subtitle rendering, now at least first line is
rendered with identation
svn-id: r17212
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o Doesn't crash when going upstairs. Now game is playable up to
the green tentacle
o Proper subtitles colors
o Room mask is decoded but doesn't affect sprites yet
o Inventory draw issues fixed
o Fix actors position when they're facing right
svn-id: r17191
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Some fixes of gray background for NES. Though maybe proper approach
would be to add global vars instead of checking every time.
svn-id: r17190
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caused by too narrow screen. Also text clearing doesn't work.
svn-id: r17164
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just uses different constants for VAR_CURRENT_LIGHTS. So now it
uses proper double buffering as well
svn-id: r17159
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svn-id: r17146
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svn-id: r17133
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formatting standards. Earlier we had half of vars named with leading
underscore and half without it.
Now code in actor.cpp is considerably more readable.
svn-id: r17068
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svn-id: r16398
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svn-id: r15647
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svn-id: r15611
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svn-id: r15524
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the future, when adding new member vars here, please always use our conventions, i.e. prefix them with _ and use CamelBackStyle
svn-id: r15331
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svn-id: r14678
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svn-id: r14669
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svn-id: r14600
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svn-id: r14336
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what it does
svn-id: r13476
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svn-id: r13448
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may introduce regressions, please report them (overall, this is a neat patch, it removes so many ugly hacks :-)
svn-id: r13325
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svn-id: r13303
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for various methods, pass its value explicitly to those methods. Note: this *should* be just a code transformation, with no change to the program logic - unless I messed up once again <sigh>
svn-id: r13298
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svn-id: r13242
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svn-id: r13174
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Remove old define
Avoid crash if using demo script in maniac (Enchanced)
svn-id: r13166
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svn-id: r13163
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svn-id: r13161
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svn-id: r13160
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svn-id: r13007
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svn-id: r13005
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svn-id: r13000
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svn-id: r12992
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svn-id: r12989
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svn-id: r12413
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markObjectRectAsDirty - that describes its functionality more accurately, I hope :-)
svn-id: r12326
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svn-id: r12325
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svn-id: r12176
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svn-id: r12161
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bit; some minor cleanup/tweaks
svn-id: r12160
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up the dirty screen code a bit (this should also fix a bug in V1/V2 games where part of the screen was not redrawn properly)
svn-id: r12118
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_numFOO variables
svn-id: r11953
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