Rename var

Update HE issues

svn-id: r15525
This commit is contained in:
Travis Howell 2004-10-12 04:26:02 +00:00
parent 42863d5cc2
commit 4b4c4f1d1d
7 changed files with 17 additions and 13 deletions

10
TODO
View File

@ -259,9 +259,11 @@ SCUMM
- Add rename/delete file support, to make file opcodes function correctly
- Fix nukeArrays, it is nuking wrong arrays in stopObjectCode() sometimes
* Humongous entertainment >= v7 titles:
- Add support for song sync. in HE80+ games.
- Add support for additional sound resources
- Add support for sprites (Used by HE90+ games)
- Add support for palette slots (_numPalettes * 1024) in HE99+ games.(For ff5demo/freddicove)
- Add mask support to akos codec32, charset shouldn't be drawn under moving actors
- Add support for song sync. in HE80+ games. (Used in ff2-demo/freddi2/pajama)
- Add support for SBNG sound resources for songs ^
- Add support for sprites (Used by all HE90+ games, especially Spy Fox games)
- Add support for wizImage compression types 2/3 (For freddicove)
- Add support for additional drawWizImage flags (cyx)
- Add support for additional aux animation resources (cyx)
@ -269,7 +271,7 @@ SCUMM
- Add shadows support for akos codecs in HE90+ games, uses XMAP resources.
- Add addtional arrayOps cases (For smaller/lost).
- Add support for array sorting (Need to find where it is used).
- Fix actor glitches in HE90+ games
- Fix actor glitches in pajama2
- Fix array issues in Buzzy games (Kirben)
- Fix inventory background/items disappearing in puttzoo/zoodemo/putttime/timedemo
- Add support for various new opcodes

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@ -144,7 +144,7 @@ void Actor::initActor(int mode) {
_clipOverride = _vm->_actorClipOverride;
auxBlock.visible = false;
transparency = 0;
paletteNum = 0;
_vm->_classData[number] = (_vm->_version >= 7) ? _vm->_classData[0] : 0;
}
@ -1080,7 +1080,7 @@ void Actor::drawActorCostume(bool hitTestMode) {
bcr->_draw_bottom = 0;
bcr->_skipLimb = (skipLimb != 0);
bcr->_transparency = transparency;
bcr->_paletteNum = paletteNum;
if (_vm->_heversion >= 80 && talkUnk == 0) {
condMask &= 0xFFFFFC00;

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@ -134,7 +134,7 @@ public:
CostumeData cost;
uint32 condMask;
bool talkUnk;
byte transparency;
byte paletteNum;
AuxBlock auxBlock;
struct {

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@ -300,8 +300,10 @@ void AkosRenderer::setPalette(byte *new_palette) {
palette[i] = new_palette[i] != 0xFF ? new_palette[i] : akpl[i];
}
if (_transparency)
palette[0] = _transparency;
if (_paletteNum) {
// TODO
// Sets palette number to use for actor palette
}
if (_vm->_heversion == 70 && size) {
for (i = 0; i < size; i++)

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@ -62,7 +62,7 @@ public:
byte _scaleX, _scaleY;
int _draw_top, _draw_bottom;
byte _transparency;
byte _paletteNum;
bool _skipLimb;
bool _actorDrawVirScr;
@ -117,7 +117,7 @@ public:
_mirror = false;
_width = _height = 0;
_skipLimb = 0;
_transparency = 0;
_paletteNum = 0;
}
virtual void setPalette(byte *palette) = 0;

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@ -473,7 +473,7 @@ void ScummEngine_v100he::o100_actorOps() {
a->_layer = -pop();
break;
case 63:
a->transparency = pop();
a->paletteNum = pop();
break;
case 65: // SO_SCALE
i = pop();

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@ -1193,7 +1193,7 @@ void ScummEngine_v72he::o72_actorOps() {
a->charset = pop();
break;
case 175: // HE 99+
a->transparency = pop();
a->paletteNum = pop();
break;
case 198: // SO_ACTOR_VARIABLE
i = pop();