Age | Commit message (Collapse) | Author |
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bug report from the forum.
svn-id: r19865
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supposed to be reading data from. Maybe this will help track down the
mysterious missing speech problem reported on the forum.
svn-id: r19823
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prevents the subtitles-only cutscenes fallback from drawing outside the
screen.
svn-id: r19813
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svn-id: r19776
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(in one case) by not allocating file handles dynamically. While this isn't
really necessary at the moment, it makes it easier to find the real memory
leaks, if there are any.
svn-id: r19775
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svn-id: r19661
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svn-id: r19589
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svn-id: r19587
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svn-id: r19465
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BS2 were the last engines that didn't. But I could be mistaken.
svn-id: r19463
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svn-id: r19404
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svn-id: r19402
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svn-id: r19401
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svn-id: r19400
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statically allocated one. I hope I'm using it correctly.
svn-id: r19394
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palette glitch that would only happen if the credits were allowed to run in
their entirety.
svn-id: r19371
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reported by Crilith.
To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.
If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.
If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.
Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.
On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.
Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.
svn-id: r19366
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svn-id: r19257
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consistent with other numerically numbered games (and also internally consistent). Work in progress.
svn-id: r19249
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svn-id: r19142
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more or less serious bugs here:
* The fnResetGlobals() function returned IR_CONT. Since it potentially
kills its own script resource, this can lead to illegal read accesses.
Not it returns IR_STOP instead. This was probably a bug in the original
interpreter as well, but it handled memory allocation quite differently
so it was probably never an issue.
* Since fnResetGlobals() forcibly closes resources, I've changed the
closeResource() function to silently ignore requests to close resources
where the data pointer is NULL. While it could signify an error, it isn't
necessarily so.
* Don't force the screen to fade up after the credits -- let the script do
it instead. This prevents it from fading up the wrong image.
svn-id: r19127
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had already done this, but I guess not...
svn-id: r19126
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last moment. Should fix bug #1327439.
svn-id: r19109
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Without a proper bug report, it's hard to diagnose, but this change might
allow it to recover after such an error. Maybe.
svn-id: r19108
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svn-id: r19102
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pop at the end of some sounds because it was trying to decode one sample
too many.
svn-id: r18691
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require both USE_TREMOR and USE_VORBIS to be defined when
using tremor.
svn-id: r18642
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Based on patches against 0.7.1 by Jolan Luff.
svn-id: r18641
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svn-id: r18604
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that:
* Re-worked the elevator script bug workaround so that it's more consistent
with the other two script bug workarounds.
* Some renamings to make it more clear that game events and input events
are two completely different things.
* Added function for clearing pending input events, and used that to fix an
annoying keyboard repeat bug when closing the debug console. (The console
would keep re-opening because the key press to open it kept repeating
even though the key had been released.)
svn-id: r18522
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the Docks scene in London. See bug #1214168 for details. (The bug was not
serious, but could cause some very obvious glitches.)
svn-id: r18475
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svn-id: r18415
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when the dialog window is removed.
svn-id: r18359
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svn-id: r18302
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that's how we write it in most other places.
svn-id: r18069
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increasingly misnamed Router class. (I'll fix the naming later. Probably.)
svn-id: r18066
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svn-id: r18040
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because we already have many classes with that name)
svn-id: r18039
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svn-id: r18038
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svn-id: r18037
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svn-id: r17970
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svn-id: r17963
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svn-id: r17962
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svn-id: r17961
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svn-id: r17923
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(I may have to think up some better name for that class later.)
svn-id: r17901
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svn-id: r17897
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Screen. I've also added an unused "splash screen" function that displays
the image that used to be shown by CacheNewCluster() while copying a data
file from CD to hard disk. ScummVM doesn't do that, but it's a nice image
that I wish we could do something useful with, and it's easier to have the
code here for reference than having to dig through old revisions of the
resource manager.
svn-id: r17894
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svn-id: r17842
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shouldn't see where the cutscene begins/ends as it's the same image as is
currently displayed by the game engine itself.
Of course, in reality you can still see the seams easily. But at least it
looks a bit beter now. I made most of this change yesterday, but it's less
hard-wired now.
svn-id: r17797
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