Commit Graph

475 Commits

Author SHA1 Message Date
Eugene Sandulenko
ff7e16dc2b o Added few targets
* baseball2003 and Soccer2004 use Bink videos but just for intro movies and
    logos, so we may add them.
  * artdemo and readdemo also use Bink, but seems that additionally it uses
    them in cutscenes, but since there are just few of them, not like in
    full games, we may try to look at them too
  * SoccerMLS is (alsmost) working. It runs the intro, shows menu, lets
    to select from it but then fails at some Wiz stuff and there is no
    hotspots to choose. I think it may be related to overall HE99 problem
    with inventory where there is a bug preventing from item selection
o baseball2003 and Soccer2004 featured new LECF index block. Add stub for it
o SoccerMLS used kernelSetFunction 2001 in intro. add stub for it
o Alternative russian freddi3 uses badly formatted logo substitution in intro,
  so error() in default case in Gdi::drawBMAPBg() was replaced with warning().

svn-id: r16722
2005-02-02 00:32:02 +00:00
Max Horn
47280d9433 Updated copyright
svn-id: r16398
2005-01-01 16:09:25 +00:00
Max Horn
d299f0601b Reducing header dependencies a bit
svn-id: r16347
2004-12-27 22:08:20 +00:00
Gregory Montoir
da874257a5 to please PalmOS, I moved the _wiz member to ScummEngine_v70he, where it actually belongs, I don't quite like the upcasts I introduced, but I don't know how to deal without them
svn-id: r16132
2004-12-19 12:30:40 +00:00
Chris Apers
66e14111cc New ARM call (PalmOS)
svn-id: r16014
2004-12-10 15:18:28 +00:00
Gregory Montoir
5e351b0c31 moved all the HE wiz stuff to a separate module, with minor cleanups and simplifications
svn-id: r15921
2004-11-27 17:50:23 +00:00
Travis Howell
bc34d0d562 Revert small part of recent WizImage changes, caused regressions.
svn-id: r15867
2004-11-23 03:08:40 +00:00
Gregory Montoir
9bbb5fa0db HE wiz update, o90_unknown29 fully implemented.
Next step : move all the wiz related stuff to a specific class/struct.

svn-id: r15860
2004-11-22 20:34:29 +00:00
Gregory Montoir
856b589653 as the comment suggested, I rearranged the 3DO strip decoding function. Please, someone owning the 3DO games, test that this doesn't cause any regressions !
svn-id: r15858
2004-11-21 21:40:51 +00:00
Gregory Montoir
cf7f878ddc HE wiz stuff update
svn-id: r15857
2004-11-21 21:31:28 +00:00
Torbjörn Andersson
ee565c0bae Applied one of my suggested fixes for bug #1060568. Let's see if it causes
any regressions...

svn-id: r15855
2004-11-21 17:47:05 +00:00
Gregory Montoir
628b02a9e8 minor Wiz stuff update
svn-id: r15798
2004-11-13 04:05:35 +00:00
Chris Apers
e40f30e81a Cleanup
svn-id: r15759
2004-11-09 11:27:15 +00:00
Travis Howell
eaa65d57dd Check if VAR_WIZ_TCOLOR is set, before using it.
BMAP images are only used in HE71+.

svn-id: r15580
2004-10-17 06:07:45 +00:00
Gregory Montoir
0765435c44 cleanup: moved some things to gfx.cpp and changed o60_setState to match disassembly of version 72
svn-id: r15578
2004-10-17 05:04:49 +00:00
Gregory Montoir
3905129a97 preliminar o72_captureWizImage() implementation ; still have to handle flag 0x2 in drawWizImage to display correctly the painting in 1grademo
svn-id: r15577
2004-10-17 04:35:36 +00:00
Travis Howell
29c0c59652 HE games only use flag value too.
svn-id: r15516
2004-10-11 11:15:23 +00:00
Travis Howell
ad23981a4e Cleanup
svn-id: r15469
2004-10-08 10:49:30 +00:00
Travis Howell
251a44ea9b Partial inventory fix for HE games.
svn-id: r15468
2004-10-08 09:43:33 +00:00
Travis Howell
7eb10f167c Restrict to full game, since it doesn't exist in demo.
svn-id: r15467
2004-10-08 07:34:06 +00:00
Max Horn
186201c68f Use slightly less irritating variable names; remove box draw hack, as its semi-broken for smooth scrolling games; if at all, it should be replaced by a proper debugger command
svn-id: r15454
2004-10-07 21:20:44 +00:00
Max Horn
f52893217e Adjusted come comments
svn-id: r15447
2004-10-07 16:09:30 +00:00
Travis Howell
b38b5a5c64 Pointer correction
svn-id: r15442
2004-10-07 06:54:33 +00:00
Travis Howell
29e0bbb13f Allow color adjustment when decompressing wizImages.
svn-id: r15419
2004-10-05 09:39:39 +00:00
Travis Howell
56ae86ef4f HE71+ games use wizImages for charset too.
svn-id: r15417
2004-10-05 05:52:48 +00:00
Max Horn
b8419baa67 Remove Gdi::fillRect, use the existing fill() method instead
svn-id: r15412
2004-10-04 14:39:42 +00:00
Travis Howell
292bd1a62b Ooops, got reverted.
svn-id: r15409
2004-10-04 14:02:37 +00:00
Eugene Sandulenko
1cb05366f8 Implement case 150 for drawBMAPBg
svn-id: r15408
2004-10-04 13:49:30 +00:00
Travis Howell
460212697a Add warning
svn-id: r15407
2004-10-04 12:38:52 +00:00
Travis Howell
38a7893aa9 COMI stores room transparency in RMHD.
Minor cleanup.

svn-id: r15406
2004-10-04 12:16:52 +00:00
Torbjörn Andersson
4fcdba446e Fixed bug #1039162 (Sam & Max intro crash) by making drawBox() do nothing
if the box's width or height is zero or less.

svn-id: r15394
2004-10-03 17:25:24 +00:00
Max Horn
ca12f3f996 Smooth scrolling seems to work very well, so I am promoting it now from hack-status to a fully official feature ;-)
svn-id: r15371
2004-10-01 20:40:03 +00:00
Gregory Montoir
98d82b84e9 rewrote drawStripHE ; although it's less efficient than the previous version, it should fix all the invalid mem read accesses reported by valgrind
svn-id: r15363
2004-09-30 23:30:59 +00:00
Gregory Montoir
21d2a6ec55 cleanup
svn-id: r15334
2004-09-28 21:53:29 +00:00
Gregory Montoir
abba267bb7 use the return value of getZPlanes rather that directly accessing _numZBuffer
svn-id: r15333
2004-09-28 21:42:34 +00:00
Max Horn
ce8c99bf62 Rename remaining OSystem methods to match our coding guidelines
svn-id: r15332
2004-09-28 20:19:37 +00:00
Max Horn
9ec250ceb7 Adjust transitionEffect to work properly for vertically scrolled rooms
svn-id: r15327
2004-09-28 16:26:37 +00:00
Max Horn
daef27cec9 This one doesn't make sense either...
svn-id: r15317
2004-09-27 23:55:49 +00:00
Max Horn
1610325c4c Hm, there seems to be no point in subtractig 1 from height/width of these rects (in fact it might cut off too much in a few corner cases, now?); so i am changing it to match the way rects are used in the rest of the SCUMM engine
svn-id: r15316
2004-09-27 23:53:03 +00:00
Max Horn
f974de7e16 Well, it *looks* as if that clipping code could be simplified. We'll see if somebody starts to yell about the changes, though :-)
svn-id: r15313
2004-09-27 23:10:19 +00:00
Max Horn
193c3bc8ee Fix for bug #1035184 (ALL: Transition FX not working anymore)
svn-id: r15312
2004-09-27 22:29:35 +00:00
Max Horn
9eede9a4ac Looking at my code transformations again, numstrip could in theory become negative, so strengthen the loop condition to catch that case
svn-id: r15310
2004-09-27 21:07:27 +00:00
Max Horn
93f86eda94 cleanup / comments
svn-id: r15309
2004-09-27 20:44:27 +00:00
Travis Howell
993ac60b9b Revert, just made matters worse.
svn-id: r15306
2004-09-27 07:32:49 +00:00
Travis Howell
9df6b70990 tentacle (and maybe others) were reading too far.
Hopefully this way will work better.

svn-id: r15305
2004-09-27 01:35:19 +00:00
Travis Howell
9dcd1d5ccd Revert by bad change and just adjust for BMAP images.
svn-id: r15304
2004-09-27 01:26:05 +00:00
Max Horn
3c050327ce Properly fix actor redrawing in V7_SMOOTH_SCROLLING_HACK mode
svn-id: r15303
2004-09-26 20:32:57 +00:00
Max Horn
bc5407c154 fix actor masking with V7_SMOOTH_SCROLLING_HACK enabled
svn-id: r15301
2004-09-26 18:09:48 +00:00
Torbjörn Andersson
dfad37c10b Fingolfin's suggested fix for the DOTT cursor regression. (The initial
cross-hair cursor was set while _roomWidth was 0, so the cursor image was
cropped down to nothing.)

svn-id: r15291
2004-09-26 14:56:51 +00:00
Torbjörn Andersson
e42e428de8 I think this fixes bug #1034519
svn-id: r15287
2004-09-26 12:49:43 +00:00