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2003-05-18implemented proper 'invalid walkbox' handling in older games (in newer ↵Max Horn
games, box 0 is used as invalid box, while in older games this is a legal box and box 255 is the 'invalid' box); removed lots of FIXME's which were needed to cope with ScummVM not implementing the invalid walkbox stuff properly in the past; removed other actor FIXMEs. svn-id: r7642
2003-05-18number of actors in maniac is even 25 (according to the MM script-1)Max Horn
svn-id: r7626
2003-05-17yet another V2 sentence fix (now clicking on objects in Zak causes Zak to ↵Max Horn
talk to it - but he gets stuck after some time) svn-id: r7613
2003-05-17Fixed Adlib sound problem on old (small header) games. Thanks for ↵Jamieson Christian
eriktorbjorn for the material that led to the solution. svn-id: r7610
2003-05-17init vars to 255 if they are not defined for all Scumm versionsMax Horn
svn-id: r7603
2003-05-17Oops, remove debug crapolaJames Brown
svn-id: r7601
2003-05-17Move some hacks aroundJames Brown
svn-id: r7600
2003-05-17CleanupJames Brown
svn-id: r7598
2003-05-17Added command line options forJamieson Christian
native MT-32 support and combination Adilb/native MIDI drivers. svn-id: r7594
2003-05-17for v2 games, make space the pause keyMax Horn
svn-id: r7590
2003-05-16V2 camera fix (again thanks MadMoose)Max Horn
svn-id: r7587
2003-05-16More IMuse cleanupJamieson Christian
svn-id: r7578
2003-05-16add hev7 target to test withJonathan Gray
svn-id: r7572
2003-05-15cleanupMax Horn
svn-id: r7550
2003-05-15make some more use of ScummVM::Point; cleanupMax Horn
svn-id: r7549
2003-05-15some more ScummVM::RectMax Horn
svn-id: r7548
2003-05-15_saveSound implementationJamieson Christian
svn-id: r7542
2003-05-15Fixed main timing loopJamieson Christian
svn-id: r7534
2003-05-14cleanupMax Horn
svn-id: r7518
2003-05-14V2 text drawingMax Horn
svn-id: r7502
2003-05-14Some Zak input stuffJames Brown
svn-id: r7498
2003-05-14various V8 tweaksMax Horn
svn-id: r7494
2003-05-13NUM_ACTORS -> _numActors (for consistency)Max Horn
svn-id: r7489
2003-05-13cleanupMax Horn
svn-id: r7488
2003-05-13fixed more illegal var access in COMIMax Horn
svn-id: r7486
2003-05-13renamed VAR_UNK_SCRIPT to VAR_SAVELOAD_SCRIPT; fixed V8 save/load (no ↵Max Horn
(known) VAR_SAVELOAD_SCRIPT value for V8) svn-id: r7485
2003-05-11more V2 'char coord' fixesMax Horn
svn-id: r7427
2003-05-10walkbox & putActor coords in V2 are in 'character coordinates' - x has to ↵Max Horn
multiplied by 8 and y by 2 svn-id: r7426
2003-05-10work around some illegal var access' in COMI/V8 - there are more, but I am ↵Max Horn
not always sure if avoiding the access is the proper fix; maybe in some cases we should just define that var for V8 to the proper value? svn-id: r7425
2003-05-10renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and ↵Max Horn
_realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) svn-id: r7423
2003-05-10removed obsolete code; cleanup for my V2 drawBitmap 'hack', which got rid of ↵Max Horn
most of the duplicate code svn-id: r7416
2003-05-09super hackish mouse click support for Zak (doesn't do anything useful in MM ↵Max Horn
yet; and in Zak, all clicks are for the scene, i.e. no verb clicks etc.) svn-id: r7408
2003-05-09implemented v2 walkboxes (at least the debugger output looks right now, ↵Max Horn
though I might have overlooked something) svn-id: r7406
2003-05-08added a v2 charset rendered (with a hardcoded font take from german zak); ↵Max Horn
enabled verbs in zak (well, they are drawn at least :-) svn-id: r7398
2003-05-08more v2 var fixesMax Horn
svn-id: r7396
2003-05-08more v2 var access fixesMax Horn
svn-id: r7395
2003-05-08fixed various cases of bad var accessMax Horn
svn-id: r7394
2003-05-08init all VAR_* variables to 0xFF; replaced access to _vars in the form ↵Max Horn
_vars[VAR_*] by VARS(VAR_*) which performs a validity checK; renamed _vars to _scummVars to make sure I updated all places; fixed two places where V6 and newer games would access V5 vars (but there are still some left, it seems); checked VAR access for now only generates a warning svn-id: r7393
2003-05-04Even more heap needed by later games...Marcus Comstedt
svn-id: r7320
2003-05-04and it's 24 after all! script 1 inits actors 1 till 23. If this causes ↵Max Horn
segfaults somewhere, we need to fix those, not hack around ithe problem svn-id: r7303
2003-05-04more v2 fixes; cleanupMax Horn
svn-id: r7301
2003-05-04don't segfault when starting maniacJonathan Gray
svn-id: r7299
2003-05-03temporary (?) hack for Maniac Mansion, to get to the first screen (thanks to ↵Max Horn
segra) svn-id: r7291
2003-05-03Patch #730800: EGA LOOM: Hack to fix palette problem (also helps MonkeyEGA)Max Horn
svn-id: r7290
2003-05-01tweaked music syncing once more. This approach should be much more flexible, ↵Max Horn
and also works with different delta values. svn-id: r7254
2003-05-01Raise _maxHeapThreshold for zak256Travis Howell
svn-id: r7246
2003-05-01various music related changes and cleanup; also modified MonkeyVGA music ↵Max Horn
sync, at least the intro is much better synced now; not sure about other parts of it / other games svn-id: r7237
2003-04-30VAR_V5_DRAWFLAGS == VAR_CURRENT_LIGHTS; fixed bug #601139Max Horn
svn-id: r7234
2003-04-30PalmOS changesMax Horn
svn-id: r7224
2003-04-30don't clobber variable for these small header gamesJonathan Gray
svn-id: r7217