James Brown
a0b77e7389
LCA03 sync: Modified version of the untrap patch, debugger
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savegame/loadgame changes, attempts at making the ComI save/load screen
(F1) work. The savegame part of the screen does not work due to a crash,
the load part SHOULD... but something resets the saveload flags before
they are processed (help! :)
svn-id: r6545
2003-01-26 06:17:25 +00:00
Max Horn
37a64f5d12
cleanup; added a hack to avoid crash in the canon scene (at least it works this way for me)
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svn-id: r6347
2003-01-06 13:41:29 +00:00
Max Horn
82edaeaaf1
unified function names (compared to V8); added some FIXME comments
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svn-id: r6344
2003-01-06 01:53:38 +00:00
Max Horn
53a8fc24fe
fixed cutscene override in V8; cleanup
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svn-id: r6316
2003-01-01 17:57:14 +00:00
Max Horn
a03b353dca
implemented o8_getDateTime
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svn-id: r6295
2002-12-31 17:28:51 +00:00
James Brown
6038bb85be
More CMI opcode work. The Murray scene outside the Voodoo ladys house (-d1 -b201) and the Map (-d1 -b226) now mostly work
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svn-id: r6281
2002-12-30 17:05:38 +00:00
Max Horn
fc04f73471
implemented V8 verbops fully, based on V6 - this contains some guessing and may contain mistakes. Also added string width opcode
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svn-id: r6200
2002-12-27 15:32:27 +00:00
Max Horn
8f0af0d2f8
group startScript/Object codes (no code change)
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svn-id: r6180
2002-12-26 23:24:57 +00:00
Max Horn
ad7fefd34e
map V8 talk opcodes to the right V6 opcodes; however, talking still locks up after the first sentence is uttered (looking into that now); various cleanup; added a guess at VAR_EGO (based on what cmidec says is the 'default_actor')
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svn-id: r6176
2002-12-26 21:50:13 +00:00
James Brown
f0e31cc23f
Update more CMI opcodes. The first room now starts, although actor text crashes if I try and draw it (Fingolfin?).
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Object Flags seem to be, suprise, wrong.. as the door to the outside starts open :)
svn-id: r6169
2002-12-26 08:06:33 +00:00
Max Horn
0965c929bc
dummy o8_startVideo implementation
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svn-id: r6166
2002-12-26 02:18:45 +00:00
Max Horn
a43355a1bf
reuse the old (ugly nasty dreaded) string system for V8, too (by supplying a NUT based CharsetRenderer)
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svn-id: r6162
2002-12-26 01:47:40 +00:00
Max Horn
447ab20369
cleanup
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svn-id: r6140
2002-12-25 19:06:31 +00:00
Paweł Kołodziejski
7c7af18bc9
chenged opcode o8_breakHerVar to o6_delayFrames
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svn-id: r6139
2002-12-25 18:47:46 +00:00
Max Horn
004ea9f8eb
converted heaps of int16 to int for V8 compatibility; fixed defineArray for V8; added some work in o8_kludge2
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svn-id: r6132
2002-12-25 14:46:39 +00:00
James Brown
bda8d953a8
Clean up the hack. But it's still kinda a hack. Er. :)
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svn-id: r6130
2002-12-25 14:31:17 +00:00
Max Horn
702de7424c
more opcodes (we see graphics again, albeit only briefly before it crashes)
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svn-id: r6106
2002-12-25 00:04:12 +00:00
Max Horn
13518c3d36
enabled room & local scripts in V8; some more opcodes
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svn-id: r6105
2002-12-24 23:26:37 +00:00
Max Horn
2da14e0fa1
more V8 opcodes (mostly rerouting to V6 ones)
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svn-id: r6088
2002-12-24 00:41:59 +00:00
Max Horn
8380596966
don't let unknown V8 codes pass by (it makes debugging pretty hard)
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svn-id: r6081
2002-12-23 20:25:47 +00:00
Max Horn
6d0fd3989c
fix jumpTrue/jumpFalse opcodes; slightly better debug output
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svn-id: r6075
2002-12-23 18:37:56 +00:00
Max Horn
654ed3ff6c
more V8 work
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svn-id: r6074
2002-12-23 18:30:12 +00:00
Max Horn
b8240b253c
some flesh to the V8 bones
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svn-id: r6073
2002-12-23 17:21:09 +00:00
Max Horn
f86eaeaff9
more V8 mods; cleanup
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svn-id: r6070
2002-12-23 15:46:53 +00:00
Max Horn
e192142dac
resolved some arguments with aquadran about how to go on about this :-). Renamed three v6 opcodes
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svn-id: r6068
2002-12-23 12:50:38 +00:00
Paweł Kołodziejski
034bfddd7e
changed Dword to Uint32, I hope, Filgolfin will be happy :)
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svn-id: r6067
2002-12-23 09:45:20 +00:00
Paweł Kołodziejski
af86ee5032
updated list opcode script v8
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svn-id: r6066
2002-12-23 09:14:58 +00:00
Max Horn
58f2ee45cd
word size for V8 games is 4 bytes, as opposed to 2 bytes in V6/V7 games. Hence we adjust fetchScriptWord - this way we can reuse all sorts of code (and no, this is not really a hack - word size by tradition is something which varies depending on the architecture, so it is even consistent)
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svn-id: r6064
2002-12-23 00:23:36 +00:00
Max Horn
09baac729f
why not reuse the V6 opcode implementations, it would seems many of them are identical in V8. Or maybe V8 actually uses 32 bit ops in some places, but then we can still deal with that once we are actually in the position to try run any scripts :-)
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svn-id: r6062
2002-12-22 23:51:04 +00:00
Max Horn
1804f44af1
some more V8 opcode flesh
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svn-id: r6061
2002-12-22 23:26:10 +00:00
Max Horn
df3c41fa24
added some preliminary V8 work. Nope, it is not useful at all, and it doesn't mean we will have CMI support in this millenium, so don't hold your breath
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svn-id: r6060
2002-12-22 21:58:16 +00:00