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2003-01-08subcode lvl3:0xFD fix. this sub writes into oob+1 memory :/James Brown
svn-id: r6360
2003-01-08added buffer hackPaweł Kołodziejski
svn-id: r6359
2003-01-08fix warningsMax Horn
svn-id: r6358
2003-01-08fix compileJames Brown
svn-id: r6357
2003-01-08codec47: fixes in opcode FDPaweł Kołodziejski
svn-id: r6356
2003-01-08added missing: d_src++Paweł Kołodziejski
svn-id: r6355
2003-01-08implementation of codec47 in Smush CMI.Paweł Kołodziejski
it's NOT WORKING yet, and also is needed cleanup code after finishing them svn-id: r6354
2003-01-07fixed regression caused by changes to akos codeMax Horn
svn-id: r6353
2003-01-07more akos/costume mergingMax Horn
svn-id: r6352
2003-01-07Skeleton for actor debugger commands - current command is useful for states ↵James Brown
where actors in CMI get stuck with "I can't reach it" type stuff. :) svn-id: r6351
2003-01-07CMI cannon hackJames Brown
svn-id: r6350
2003-01-06scaling bug fixMax Horn
svn-id: r6349
2003-01-06some chore/limb related codeMax Horn
svn-id: r6348
2003-01-06cleanup; added a hack to avoid crash in the canon scene (at least it works ↵Max Horn
this way for me) svn-id: r6347
2003-01-06oopsMax Horn
svn-id: r6346
2003-01-06fix talking in The DigMax Horn
svn-id: r6345
2003-01-06unified function names (compared to V8); added some FIXME commentsMax Horn
svn-id: r6344
2003-01-05started unifying code in akos.cpp and costume.cppMax Horn
svn-id: r6343
2003-01-05fix redraw bug in the Dig (when Cmdr Low stands in front of the sparks in ↵Max Horn
the nexus); changed startAnimActor slightly (not fully sure if this is now right or if the previous code was right <sigh> svn-id: r6342
2003-01-05changed 'default case' warning output to hex (as we use that for the case ↵Max Horn
labels) svn-id: r6341
2003-01-05added TODOMax Horn
svn-id: r6340
2003-01-05fix for the cannon sceneMax Horn
svn-id: r6339
2003-01-05cleaned up & documented the transitionEffect() code a bitMax Horn
svn-id: r6338
2003-01-04Small junkJames Brown
svn-id: r6331
2003-01-02Plop in some better disk switching code for CMI - I have no idea how well ↵James Brown
this will work transitioning from a disk1 room to a disk2 room in-game, but it works for bootparams and saved games.. svn-id: r6322
2003-01-02implement temporary state saving for CMIJames Brown
svn-id: r6321
2003-01-01oops... wrong fix in the wrong spotMax Horn
svn-id: r6320
2003-01-01fixed VAR_TALKSTOP_KEYMax Horn
svn-id: r6319
2003-01-01endian fixMax Horn
svn-id: r6318
2003-01-01moved Scumm::faceActorToObj to Actor::faceToObject; moved various functions ↵Max Horn
in script.cpp (grouping cutscene/override related stuff) svn-id: r6317
2003-01-01fixed cutscene override in V8; cleanupMax Horn
svn-id: r6316
2003-01-01added an assert against the z plane count; resolved an ambigious statement ↵Max Horn
(the order in which the post-increment operator is executed is not specified in the C(++) standard); indentation cleanup svn-id: r6315
2003-01-01implement roomops case (CMI crypt)James Brown
svn-id: r6312
2003-01-01Clean up the code a little.James Brown
For some reason blast objects 188/189 are misbehaving, specifically you get a crash when talking to the voodoo lady. hit escape using this save: http://www.enderboi.com/misc/comi.s04 - I can't work out how the heck an association is created to begin with.. svn-id: r6311
2003-01-01Fix CMI room segfaults (too few zbuffers defined)James Brown
svn-id: r6310
2003-01-01change the zero key to mean slot 10 instead of 0 (autosave) when using ↵Jonathan Gray
save/load hotkeys. feature request #660500 svn-id: r6307
2003-01-01added yet another variable (for mouse-button-hold flags). Now the 'verb ↵Max Horn
widget' shows up, though it is not erased properly svn-id: r6304
2002-12-31cleaned up soundKludgeMax Horn
svn-id: r6303
2002-12-31there are 5 fonts in CMIPaweł Kołodziejski
svn-id: r6302
2002-12-31hacked in font shadow. font shadows are very important for readability. ↵Max Horn
However, the question remainds if this is the right way to achieve it; and also how to know when to *not* draw it... svn-id: r6301
2002-12-31added masking to nut charset rendererMax Horn
svn-id: r6300
2002-12-31hack to get actor text color rightMax Horn
svn-id: r6299
2002-12-31added some commentMax Horn
svn-id: r6298
2002-12-31fixed NUT text render when screen is scrolledMax Horn
svn-id: r6297
2002-12-31setBoxSlot = setBoxScale apparently was right after allMax Horn
svn-id: r6296
2002-12-31implemented o8_getDateTimeMax Horn
svn-id: r6295
2002-12-31cleanup; fixed z masking in COMIMax Horn
svn-id: r6294
2002-12-31fix opcode that sets actor z cliping. Yeah I know that Guybrush now is drawn ↵Max Horn
wrong - but this change is not the cause for it, it only reveals the problem (which is already causing the canon to be drawn wrong) svn-id: r6293
2002-12-31more cleanupMax Horn
svn-id: r6292
2002-12-31another round of cleanup on the first 6 decoders: only moved around code to ↵Max Horn
work out the extreme similarities between them svn-id: r6291