Age | Commit message (Collapse) | Author |
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svn-id: r15810
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itself. :-)
svn-id: r15789
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svn-id: r15612
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MSVC6's idiosyncracies.
svn-id: r13644
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resource manager. All new code! All new bugs!
svn-id: r13603
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svn-id: r13493
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messages to be more like in BS1.)
svn-id: r13491
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This removes a bunch of debugging code/commands that either didn't do
anything useful under ScummVM (e.g. "soft" and "hard"), or which did things
that was already easily avaiable elsewhere (e.g. "save" and "restore").
I didn't have the heart to remove the "tony" command, though. :-)
svn-id: r13422
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svn-id: r13406
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it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it
makes it much easier to tell the difference between variables and constants
when looking at the code.
Of course, this sort of sweeping changes is jolly good for introducing
truly weird regressions, which is why I waited until after 0.6.0.
svn-id: r13331
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svn-id: r12739
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svn-id: r12311
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svn-id: r12309
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svn-id: r12181
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svn-id: r12017
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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svn-id: r11764
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svn-id: r11704
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"restart script" opcode. To actually verify this, though, I'd need to find
a case where any other script than script 0 at offset 0 is restarted...
svn-id: r11638
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the dreaded Pyramid Bug.
svn-id: r11427
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svn-id: r11384
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experimental resource dumping code.
svn-id: r11382
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svn-id: r11366
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number of parameters to a function would be useful for debugging, but that
information is already available in the script data itself.
svn-id: r11360
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Added tentative workaround for the bug (a script bug, I think) that causes
the game to hang when examining the lift at the top of the pyramid.
And, of course, some misc. cleanup.
svn-id: r11359
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over the past few weeks, except for g_sword2. (Of course, this doesn't
necessarily make the code any prettier, but we can work on that later.)
svn-id: r11309
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etc. to the different opcodes. Until now it has done so by casting the
pointer to an int32 (opcode parameters are represented as arrays of int32)
and then the opcode function casts it back to whatever pointer it needs.
At least in C there is no guarantee that a pointer can be represented as an
integer type (though apparently C99 may define such a type), so this has
struck me as unsafe ever since I first noticed it.
However, since all such pointers appear to point to the memory block owned
by the memory manager, we can easily convert them to integers by treating
them as offsets into the memory block. So that's what I have done. I hope I
caught all the occurences in the opcode functions, or we're going to have
some pretty interesting regressions on our hands...
svn-id: r11241
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svn-id: r10997
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console from the SCUMM engine. I decided that would be easier than to clean
up the original console code.
Unfortunately there's a bunch of code that I just copied - a pretty lousy
form of code-reusal. It'd be nice if the console could be made part of the
Engine class, or something like that.
Most of the debug commands seem to be working. Some aren't relevant for
ScummVM, and some are a bit obscure so I'm not quite sure what they're
supposed to be doing.
svn-id: r10978
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svn-id: r10945
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svn-id: r10939
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svn-id: r10923
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svn-id: r10907
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svn-id: r10885
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headers. Most (all?) of the ones we need should probably come from stdafx.h
instead.
svn-id: r10588
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svn-id: r10581
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message functions with our own.
We still need to go through them and assign sensible debug levels to them.
svn-id: r10422
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svn-id: r10391
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svn-id: r10350
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svn-id: r10334
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svn-id: r10333
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svn-id: r10218
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get rid of various endian conversions, and also fixs lots of other problems on BE systems. Beware, though, this may impair save game exchange between LE/BE: we'll have to adjust save_rest.cpp to convert to/from LE upon save/load
svn-id: r10216
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svn-id: r10058
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svn-id: r10056
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svn-id: r9243
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svn-id: r9230
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svn-id: r9222
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svn-id: r9221
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svn-id: r9211
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