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Committed recent disassembly efforts
svn-id: r23788
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@ -33,13 +33,10 @@ animation_load/animation_load_2 - Makes a hotspot 'active' by loading it into
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Input: load => bx = resource Id
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load_2 => si = offset of hotspot record
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Seems to load a single animation entry into the runtime
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location for animations.
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animation_load_entry - Not sure if this method is just for loading animations; it
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does some checks, and if passed, then takes the word at offset
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9h in the resource and jumps to that location. In calls I've
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seen so far, this is 7167h, which then calls animation_load
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seen so far, this is 7167h, which then calls animation_load
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Input: bx = Resource Id for animation entry
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animation_load_entry_2 - Alternate form of the animation load
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@ -64,6 +61,14 @@ animation_unload/animation_unload_2 - Removes a hotspot from the active hotspot
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sets field 0Bh of the hotspot (the offset in the animation list where
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a hotspot is loaded) to zero.
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animations_preload - Decodes any animations ilsted for the current room, based
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on a system list. This is likely intended to improve performance on
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low end systems, as it means the bulk of animations are already decoded
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before a new screen is faded in
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animations_preload_ticks - Handles repeatably calling the animation tick method
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for hotspots in a room several times before the room is displayed
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char_face_up/char_face_down/char_face_left/char_face_right - Faces the character
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represented by a given hotspot in the given direction
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Input: si = Hotspot record
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@ -206,13 +211,19 @@ copy_rectangle - Copys a 32x32 rectangular area from a source buffer to a
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copy_protection_check - Performs the copy protection check. Note that in the
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English version of the game supplied by Revolution, this has been cracked.
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This is
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This is
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decode_character - Decodes a character from a compressed bit-stream of text
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Input: DL = current bit position for read is set
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DS:SI = current byte to read data from
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Output: AL = output byte
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decode_character_and_hotspot_names - Decodes the names of both the current
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talking character as well as the active hotspot. Note that the
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input and output fields/buffers are hardcoded, and not passed
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to the method
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Input: al = A value of zero suppresses adding the prefix
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decode_file_entry - Decodes a file resource, normally a graphics screen
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Input: dx = source data segment
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es = destination segment (for example, A000h for direct to screen)
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@ -231,6 +242,9 @@ decode_string_init - Initialises a source pointer for decoding a compressed
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dl = Starting bit position for reading string
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decode_hotspot_name - Decodes the name of a hotspot, prefixing with the
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correct article of 'a', 'an', or 'the'
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decode_and_fade_in_display - Decodes the data for a given screen, and then fades it into
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view by using the defined fade in proc for the given video mode
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Input: [buffer_segment1] = Loaded entry data
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@ -425,6 +439,10 @@ popmenu_populate_list - Populates the contents of the list used to define
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Input: dx:ax = Bitset indicating which actions should be displayed, in
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order of their placement in the action list
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prepare_ask_item_list - Creates a list of menuitems for the things a character
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can be asked for
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Input: ax = Action index whose context to generate the list for
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protection_cycle_characters - Cycles through a single frame in the list of
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possible characters in the copy protection check and displays them
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on screen.
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