Age | Commit message (Collapse) | Author |
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svn-id: r10432
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individual files, into what I hope are doxygen ones.
svn-id: r10431
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credits so that it can be properly resumed afterwards.
svn-id: r10429
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svn-id: r10428
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svn-id: r10427
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svn-id: r10426
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fact, I'm not even sure the !data case ever happens.
svn-id: r10425
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svn-id: r10424
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detection when the game is either a) on CD b) in a bunch of seperate directories in a structure like that of the CD. Of course pointing ScummVM at such things with the normal target via command line or config file work fine. As everyone awake at the moment only has the sold out version, this is specific to that. I don't know what files are at the root of the original CD we can use for detection purposes
svn-id: r10423
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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: r10415
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but say who added what when. (No disrespect intended, but this information
means very little to us.)
svn-id: r10413
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The initial sample is, indeed, two bytes, just like the rest of them, but
it really, really helps if you read it from the correct position in the
file.
After fixing that, it turned out that my changing of signedness of the
sample was also wrong. Funny how those two bugs almost cancelled each other
out. Almost.
I've made a few other changes as well, but they're just to clean things up
a bit. The credits music works for me, and I've played the game up to
arriving in Quaramonte, with no obvious music-related problems.
svn-id: r10412
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svn-id: r10408
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but the credits music is still broken. I'll have to take a closer look at
this later.
svn-id: r10407
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distortion in the credits music, and I haven't yet figured out what's
causing this.
svn-id: r10406
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speculating that the timer didn't always fill the buffer quite fast enough
and that this is what caused the occasional popping noises.
Of course, I may have introduced all kinds of regressions - particularly
since I don't have any big-endian computer to test on - but we're all
friends here, right? :-)
svn-id: r10404
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svn-id: r10391
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file. :-)
svn-id: r10385
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cluttering up the files anyway. (Though I do feel a slight twinge of guilt
for removing historical records like this. :-)
svn-id: r10384
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svn-id: r10383
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make screenshots.)
svn-id: r10382
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characters. Hopefully this will make things work smoother on the Mac, but I
have no way of testing that.
svn-id: r10376
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want to! :-) Escaping a cutscene while the voice-over is playing should
work now.
svn-id: r10369
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svn-id: r10368
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svn-id: r10367
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make the 'C' key run the credits. I haven't yet implemented the credits
function, but it does play the music at least.
svn-id: r10366
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svn-id: r10365
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before there is any speech.
svn-id: r10364
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and we want them to go all the way up to eleven.
svn-id: r10362
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the time to do much testing yet, but it seems to work for me.
svn-id: r10361
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svn-id: r10359
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removed the #ifdef around it, to prevent such 'incidences' in the future
svn-id: r10356
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svn-id: r10352
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svn-id: r10351
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svn-id: r10350
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svn-id: r10348
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This pretty much concludes the first stage of the engine cleanup. All of
the files, except for console/debugging stuff and possibly some header
files, have been changed to use the ScummVM brace style.
As for the console, that one could probably do with some rewriting, in
which case cleaning it up first would just be unnecessary work.
The next stages of the cleanup should include renaming of variables and
functions to follow the ScummVM coding standards, and turning everything
into C++ classes. And so on.
Of course, the driver directory should go through a similar cleanup as
well.
This has all been enormously tedious, so don't count on me doing any of
these things at the moment. Particularly not turning everything into C++
classes. I'm really not that familiar with C++. :-)
svn-id: r10340
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open_savefile() fails.
svn-id: r10339
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svn-id: r10338
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svn-id: r10337
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functions we don't have, and since I didn't deem them useful to us. But
feel free to put them back if you like to.
I'd also like to take this opportunity to say that while I deeply admire
how smoothly BS2 handles the transition between stock animations (e.g.
walking) and special-purpose animations, it certainly needs an unholy
amount of code to do so.
svn-id: r10336
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svn-id: r10335
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svn-id: r10334
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svn-id: r10333
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be safe to remove it. (I'll remove it completely soon, but I'll start here
to avoid compilation errors.)
svn-id: r10331
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svn-id: r10330
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svn-id: r10314
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svn-id: r10313
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svn-id: r10310
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