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Rename var
Update HE issues svn-id: r15525
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10
TODO
10
TODO
@ -259,9 +259,11 @@ SCUMM
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- Add rename/delete file support, to make file opcodes function correctly
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- Fix nukeArrays, it is nuking wrong arrays in stopObjectCode() sometimes
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* Humongous entertainment >= v7 titles:
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- Add support for song sync. in HE80+ games.
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- Add support for additional sound resources
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- Add support for sprites (Used by HE90+ games)
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- Add support for palette slots (_numPalettes * 1024) in HE99+ games.(For ff5demo/freddicove)
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- Add mask support to akos codec32, charset shouldn't be drawn under moving actors
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- Add support for song sync. in HE80+ games. (Used in ff2-demo/freddi2/pajama)
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- Add support for SBNG sound resources for songs ^
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- Add support for sprites (Used by all HE90+ games, especially Spy Fox games)
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- Add support for wizImage compression types 2/3 (For freddicove)
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- Add support for additional drawWizImage flags (cyx)
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- Add support for additional aux animation resources (cyx)
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@ -269,7 +271,7 @@ SCUMM
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- Add shadows support for akos codecs in HE90+ games, uses XMAP resources.
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- Add addtional arrayOps cases (For smaller/lost).
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- Add support for array sorting (Need to find where it is used).
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- Fix actor glitches in HE90+ games
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- Fix actor glitches in pajama2
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- Fix array issues in Buzzy games (Kirben)
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- Fix inventory background/items disappearing in puttzoo/zoodemo/putttime/timedemo
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- Add support for various new opcodes
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@ -144,7 +144,7 @@ void Actor::initActor(int mode) {
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_clipOverride = _vm->_actorClipOverride;
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auxBlock.visible = false;
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transparency = 0;
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paletteNum = 0;
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_vm->_classData[number] = (_vm->_version >= 7) ? _vm->_classData[0] : 0;
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}
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@ -1080,7 +1080,7 @@ void Actor::drawActorCostume(bool hitTestMode) {
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bcr->_draw_bottom = 0;
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bcr->_skipLimb = (skipLimb != 0);
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bcr->_transparency = transparency;
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bcr->_paletteNum = paletteNum;
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if (_vm->_heversion >= 80 && talkUnk == 0) {
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condMask &= 0xFFFFFC00;
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@ -134,7 +134,7 @@ public:
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CostumeData cost;
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uint32 condMask;
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bool talkUnk;
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byte transparency;
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byte paletteNum;
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AuxBlock auxBlock;
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struct {
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@ -300,8 +300,10 @@ void AkosRenderer::setPalette(byte *new_palette) {
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palette[i] = new_palette[i] != 0xFF ? new_palette[i] : akpl[i];
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}
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if (_transparency)
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palette[0] = _transparency;
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if (_paletteNum) {
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// TODO
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// Sets palette number to use for actor palette
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}
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if (_vm->_heversion == 70 && size) {
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for (i = 0; i < size; i++)
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@ -62,7 +62,7 @@ public:
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byte _scaleX, _scaleY;
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int _draw_top, _draw_bottom;
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byte _transparency;
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byte _paletteNum;
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bool _skipLimb;
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bool _actorDrawVirScr;
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@ -117,7 +117,7 @@ public:
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_mirror = false;
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_width = _height = 0;
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_skipLimb = 0;
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_transparency = 0;
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_paletteNum = 0;
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}
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virtual void setPalette(byte *palette) = 0;
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@ -473,7 +473,7 @@ void ScummEngine_v100he::o100_actorOps() {
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a->_layer = -pop();
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break;
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case 63:
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a->transparency = pop();
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a->paletteNum = pop();
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break;
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case 65: // SO_SCALE
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i = pop();
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@ -1193,7 +1193,7 @@ void ScummEngine_v72he::o72_actorOps() {
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a->charset = pop();
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break;
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case 175: // HE 99+
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a->transparency = pop();
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a->paletteNum = pop();
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break;
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case 198: // SO_ACTOR_VARIABLE
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i = pop();
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