Age | Commit message (Collapse) | Author |
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svn-id: r12862
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o Fix bug with transition from vista to ranch
svn-id: r12799
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o Support transparency for characters. Needed for cockpit rendering
o Fixed bug in NUT renderer which drawed transparent characters garbled
o Fixed long-standing (and outstanding) bug with SAUD error
o Previous fix fixed music in some cases (scene transitions)
o Fixed bug with palette being reset when smush video is rewind
o Made debug level for insane adjustable at compile time (maybe I will remove it later)
svn-id: r12717
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svn-id: r12685
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svn-id: r12675
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svn-id: r12672
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svn-id: r12671
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o Fixed bug with only caveman approaching
o Extended smush player to process FT-specific overlays in videos.
They're used to draw broken truck & car approaching and opponents on the
mineroad
svn-id: r12670
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actually do; applied patch #886786 which corrects a bug in the balance code
svn-id: r12665
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o Finally fixed seek error. Now I never encounter it, though there are weird
SAUD errors in some cases.
o Started to hunt cave-dude-only bug
svn-id: r12653
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o Now you can succesfully reach the cave so FT is completable, but it crashes
now in some particularly situations, so you should avoid them.
svn-id: r12630
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o Gave meaningful names to many variables
o Eliminated some slipped debug output
o Fixed vista-ranch scenes transition
o Now it is possible to equip goggles
svn-id: r12623
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calling processKbd() from inside smush and replace it with special code there)
svn-id: r12589
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o Seek error. Now it seems to cover all cases
o Shadows in tunnels on mineroad
o Renamed some function to match functionality
o bug #867555 (Problems between Mink Farm and Poyhoga)
o Ben disappearing in car chase
svn-id: r12586
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ScummEngine to ScummEngine_v6)
svn-id: r12516
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svn-id: r12444
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svn-id: r12412
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svn-id: r12363
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svn-id: r12287
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svn-id: r12262
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svn-id: r12187
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svn-id: r12176
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in the Mine Road sequence of Full Throttle for me.
The crashes were always in proc64(), with 'en' being some ridiculously
large value. The function, as it was written, did not make any sense to me
so I rewrote it with the assumption that it's there to remove the "en"th
element of the _val216d[] (remaining enemies?) array.
I don't know how well it will work from proc63() if there's more than one
element to remove - at least if the elements to remove are neighbours - but
maybe that case never happens.
svn-id: r11999
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svn-id: r11991
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IMuseDigital oddities
svn-id: r11966
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svn-id: r11961
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svn-id: r11931
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svn-id: r11924
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svn-id: r11915
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svn-id: r11909
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svn-id: r11907
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mainloop of scumm script
svn-id: r11906
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svn-id: r11905
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svn-id: r11904
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svn-id: r11903
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svn-id: r11899
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svn-id: r11898
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Fixed bug with correct scene ending behaviour, now FT Mac Demo is completable.
Fixed some bugs with cavefish actor.
Cleanup.
svn-id: r11897
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o Removed SoundMixer::bindToSystem()
o In scumm, replaced _silentMixer, _silentDigitalImuse and _noDigitalSamples by SoundMixer::isReady()
svn-id: r11893
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svn-id: r11891
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mainly because people kept (accidentally and sometimes on purpose :-) misusing them
svn-id: r11881
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INSANE is enabled. Could anyone explain to me what's supposed to happen in
the "if (_insanity)" case?
svn-id: r11856
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svn-id: r11855
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natural; and allows for various cleanup)
svn-id: r11846
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svn-id: r11842
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svn-id: r11837
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hacks in the SMUSH code (which were previously needed to avoid various race conditions/crashes/hangups)
svn-id: r11833
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this by playInputStream(), this cleanup eases this a bit)
svn-id: r11803
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use of stopChannel by a hack (note: the code in question is a hack in itself already)
svn-id: r11799
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svn-id: r11791
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