aboutsummaryrefslogtreecommitdiff
path: root/scumm/script_v8.cpp
AgeCommit message (Collapse)Author
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
2002-12-25Hacky font support - first attempt :)James Brown
svn-id: r6127
2002-12-25get rid of warnings that flood my terminalMax Horn
svn-id: r6122
2002-12-25renamed Scumm::charset -> Scumm::_charsetMax Horn
svn-id: r6119
2002-12-25Skeleton for hacky font support using Smush's FontRenderer. Doesn't work ↵James Brown
(uncomment the loadFont line in script_v8 to test). Aquadran, where are you? :) svn-id: r6114
2002-12-25added (broken) cursor support for V8; enabled bomp drawingMax Horn
svn-id: r6113
2002-12-25filled in f-kludge stuff, and make it push(0) - now we don't crash anymoreMax Horn
svn-id: r6112
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
2002-12-24added a map from object names to object idsMax Horn
svn-id: r6104
2002-12-24more opcodesMax Horn
svn-id: r6101
2002-12-24opcode 0xE1 = o6_getAnimateVariable ?Max Horn
svn-id: r6100
2002-12-24more V8 opcodes (mostly rerouting to V6 ones)Max Horn
svn-id: r6088
2002-12-23implemented actorOps for V8 (with some guessing involved)Max Horn
svn-id: r6087
2002-12-23set NUM_ACTORS to 80 for COMI; get rid of MAX_ACTORS (use NUM_ACTORS ↵Max Horn
instead); some updates svn-id: r6086
2002-12-23updated o8_kludge()Paweł Kołodziejski
svn-id: r6085
2002-12-23added cases for o8_kludge()Paweł Kołodziejski
svn-id: r6084
2002-12-23added o6_stopSound and fixed compilationPaweł Kołodziejski
svn-id: r6083
2002-12-23don't let unknown V8 codes pass by (it makes debugging pretty hard)Max Horn
svn-id: r6081
2002-12-23and more V8...Max Horn
svn-id: r6080
2002-12-23skip initCharset for now, till we get it working in V8Max Horn
svn-id: r6079
2002-12-23and more V8. Now we again hit the charset limit, but this time caused by the ↵Max Horn
script itself :-) svn-id: r6077
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
2002-12-23renamed new_1, new_2, new_3 in class ActorMax Horn
svn-id: r6069
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