Max Horn
21b81b9ef4
Fix signedness issue (lead to incorred address computations on 64 bit machines)
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svn-id: r13465
2004-04-04 22:43:54 +00:00
Max Horn
4de4353c39
My recent change to _draw_bottom caused a regression in The Dig (and maybe elsewhere). Ah well, probably better to draw one line more than one line less anyway
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svn-id: r13462
2004-04-04 19:41:02 +00:00
Max Horn
90dd9af577
fixed hypothetical off-by-one error when computing _draw_bottom (a semantical problem: _draw_bottom is supposed to be the bottom most pixel which is actually drawn; in the other case, it's top+height, i.e. one pixel *below* that last drawn pixel row. In addition, some cleanup
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svn-id: r13449
2004-04-03 20:56:19 +00:00
Max Horn
d852e2855a
cleanup (make some more use of class Common::Rect)
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svn-id: r12232
2004-01-08 03:10:16 +00:00
Max Horn
033ff78ae9
updated copyright notice
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svn-id: r12176
2004-01-06 12:45:34 +00:00
Max Horn
d834bd9684
replace more usages of _screenWidth by more appropriate variables/values
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svn-id: r12162
2004-01-05 16:49:14 +00:00
Max Horn
a469559d13
added Actor::getElevation and Actor::setElevation; cleaned up costume API a bit; some minor cleanup/tweaks
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svn-id: r12160
2004-01-05 16:19:14 +00:00
Max Horn
bceb48f5e0
renamed updateDirtyRect to markRectAsDirty (because that's what it really does); used virtual screen id constants in more places
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svn-id: r12122
2004-01-03 22:45:23 +00:00
Paweł Kołodziejski
8ddc52e9b5
fix / hack for actor costume gfx glitches in scumm v1 games
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svn-id: r11355
2003-11-23 07:59:45 +00:00
Max Horn
a15a065cba
whitespace
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svn-id: r11319
2003-11-16 23:53:00 +00:00
Paweł Kołodziejski
d5eddef057
changed some shift operators to *, /
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svn-id: r11315
2003-11-16 20:52:57 +00:00
Jonathan Gray
7c97e7c2b9
more spelling fixes
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svn-id: r11176
2003-11-07 02:11:41 +00:00
Chris Apers
3f06651bab
Moved PalmOS initializations out of namespaces.
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svn-id: r10703
2003-10-09 14:17:06 +00:00
Max Horn
d7660a2662
introduced namespace Scumm; made #include statements use scumm/ prefix explicitly
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svn-id: r10571
2003-10-03 18:33:57 +00:00
Max Horn
3f55f2669d
renamed class Scumm to ScummEngine (consisten with other engine names; also makes room for a potential 'Scumm' namespace)
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svn-id: r10549
2003-10-02 22:42:03 +00:00
Travis Howell
b91c182571
Revert v1 zak face costume color nack to 8, since palette is fixed.
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svn-id: r9870
2003-08-26 16:09:09 +00:00
Max Horn
6d4475cf04
cleanup
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svn-id: r9865
2003-08-25 21:00:12 +00:00
Max Horn
95b8558191
check for costume format, not engine version
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svn-id: r9860
2003-08-25 14:54:32 +00:00
Max Horn
e40e6bb207
fixed and cleaned up V1 actor masking
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svn-id: r9856
2003-08-25 13:13:43 +00:00
Travis Howell
4b6800fcf9
Minor cleanup
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svn-id: r9839
2003-08-24 02:15:12 +00:00
Travis Howell
fc005be4d9
Remove my junk
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svn-id: r9797
2003-08-20 12:08:44 +00:00
Travis Howell
327d37ae78
v1 zak costume colors should be perfect now
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svn-id: r9796
2003-08-20 12:04:25 +00:00
Travis Howell
1757d5a448
v1 zak costume color almost all right.
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svn-id: r9794
2003-08-20 11:45:40 +00:00
Paweł Kołodziejski
61c320d587
small changes to v1 mask
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svn-id: r9779
2003-08-19 07:29:15 +00:00
Travis Howell
161ef54777
Correction for v1 zak faces
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svn-id: r9773
2003-08-19 03:20:09 +00:00
Paweł Kołodziejski
8141126e6e
fixed y position of mask in v1 costume rendering
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svn-id: r9767
2003-08-18 17:59:06 +00:00
Chris Apers
a47e80cb55
Updated globals access for PalmOS
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svn-id: r9759
2003-08-18 10:59:21 +00:00
Travis Howell
9b5eb1137f
Add support for flashlight in v1 maniac by converting older values.
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Prevent warning about dummy function (Which has no purpose) in zak
svn-id: r9756
2003-08-18 10:46:42 +00:00
Travis Howell
311eb2678f
Use correct costume color for darkness in v1 zak
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svn-id: r9752
2003-08-18 06:59:18 +00:00
Travis Howell
4c6bd7167d
Fix v1 zak costume colors
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svn-id: r9748
2003-08-18 02:16:48 +00:00
Torbjörn Andersson
1bb575da9d
Enabled the v1 costume palette tables Kirben and Hoenicke added earlier.
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svn-id: r9745
2003-08-17 16:53:00 +00:00
Travis Howell
d343ef10b3
Remove c64_ignorePakCols calls for v1 games, since they cause crashes and don't seem to be required.
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Makes v1 maniac completable, maybe v1 zak too.
svn-id: r9736
2003-08-17 12:13:17 +00:00
Travis Howell
811f29fe79
Add palette tables for v1 costumes, thanks to Hoenicke
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Code isn't enabled yet though.
svn-id: r9733
2003-08-17 05:46:48 +00:00
Travis Howell
3ddb50711e
Set v1 actor color to static for now, so actors can at least be seen easier.
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Change default colors so at least Dave's color look right.
svn-id: r9699
2003-08-15 05:55:33 +00:00
Bertrand Augereau
03524d071e
Explicitly stated a bit masking to please VC.NET2003 runtime small types conversion checks.
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svn-id: r9674
2003-08-13 23:07:05 +00:00
Jonathan Gray
b1f2e66e30
this makes more sense in hex
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svn-id: r9645
2003-08-12 05:28:11 +00:00
Jonathan Gray
aefdffbd2d
mention what format a costume is using (ie why it is invalid)
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svn-id: r9644
2003-08-12 04:53:35 +00:00
Travis Howell
82328fa050
Ooops that should only be for Amiga scumm 5 games.
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svn-id: r9637
2003-08-11 06:24:19 +00:00
Jamieson Christian
50ce07c391
Fix for Bug [770364] MI2: Amiga - Segfault when entering bar
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Possible fix for Bug [770085] MI2: Amiga version always crashes after a few minutes
Corrected OOB graphics writes in proc3_ami() by fixing the
mask to properly detect negative Y values. Don't know if
this is the right way to fix this -- there are enough GFX
bugs in the Amiga code as to make assessment difficult --
but at least it averts crashes.
svn-id: r9634
2003-08-11 03:52:34 +00:00
Travis Howell
0e831751bc
Fix a regression, this code is required for Amiga versions!
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Fixes some brief costume distortions
svn-id: r9633
2003-08-11 03:45:12 +00:00
Max Horn
becd70d243
cleanup: encapsulate some more members of class Actor, and rename newDirection -> targetFacing (since it corresponds to the future value of 'facing'; the distinction between 'facing' and 'direction' is extremly fuzzy)
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svn-id: r9175
2003-07-24 17:44:00 +00:00
Paweł Kołodziejski
2056a62f98
moved up code for v1 setActorPalette func
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svn-id: r9084
2003-07-19 20:10:40 +00:00
Max Horn
3ce7459814
fixed up c64_ignorePakCols (it's still a hack and not working properly, but at least it doesn't crash anymore; we probably should just remove it, and then handle the skiping inside proc64); determin which costume codec to use based on the costume format, not the scumm version
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svn-id: r9019
2003-07-14 19:24:34 +00:00
Max Horn
f73cd745f1
reduce code duplication; theoretical masking implementation for C64 costumes, can't test since masking is disabled in gfx.cpp for C64/V1 games
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svn-id: r8972
2003-07-13 11:13:50 +00:00
Max Horn
eb49053e08
C64 costumes work now enough to be recognizable
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svn-id: r8970
2003-07-13 10:35:05 +00:00
Travis Howell
6949d49e69
Simpler check
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svn-id: r8969
2003-07-13 09:01:30 +00:00
Max Horn
00615e4df7
fix x/y limb offsets and transparancy with C64 costume renderer
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svn-id: r8962
2003-07-13 02:45:31 +00:00
Max Horn
fe944219eb
not sure which of the two variants is correct (but I am pretty sure the old one, with _height>>3, was wrong)
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svn-id: r8867
2003-07-08 18:18:26 +00:00
Max Horn
d5b1b68634
each row has to be drawn 8 times (8x8 chars, after all), see also Gdi::drawStripC64Object etc.)
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svn-id: r8866
2003-07-08 18:09:57 +00:00
Max Horn
66ec3f9c75
rewrote c64_ignorePakCols to what I *think* it should look like, base on my understanding of the code. so far completely untested :-)
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svn-id: r8864
2003-07-08 17:44:06 +00:00