Torbjörn Andersson
5813724a33
Fixed text-positioning regressions in the Full Throttle intro and in The
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Dig's "Spacetime Six" movie.
Also rewrote drawStringCentered() to be more like drawStringAbsolute(). It
makes sense to me, but let me know if it causes any new regressions.
svn-id: r8415
2003-06-09 12:24:05 +00:00
Max Horn
b7ddc7bc57
allow quit during smush playback; cleanup
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svn-id: r8411
2003-06-09 01:32:36 +00:00
Max Horn
35ef32cf4b
cleanup
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svn-id: r8408
2003-06-09 01:06:29 +00:00
Max Horn
54e4ac9746
better (proper? hm...) code to deal with turning of subtitles in V7/V8 games
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svn-id: r8407
2003-06-09 00:51:09 +00:00
Max Horn
c04f39304b
don't incorrectly treat SO_PRINT_WRAP like SO_PRINT_MUMBLE; rather just ignore it
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svn-id: r8406
2003-06-09 00:46:32 +00:00
Max Horn
18a4fc7df6
Fix for bug #746850 (this change was originally meant to 'fix' turning of subtitles in V7/8 games; however this is a totally wrong way to achieve that)
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svn-id: r8405
2003-06-09 00:40:53 +00:00
Max Horn
cc41d96b77
cleanup
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svn-id: r8404
2003-06-09 00:35:32 +00:00
Max Horn
f034b339cd
reimplemented createBoxMatrix; this is much cleaner and easier to understand than the original code (IMHO); in a few cases it gives slightly different results (because the old code didn't always find the shortest path), but that shouldn't cause any problems
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svn-id: r8403
2003-06-08 17:59:09 +00:00
Torbjörn Andersson
ab7f8b3378
Fixed recent regression (too many blast texts) in The Dig's end credits and
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made the text scroll off the screen instead of just vanishing at the top.
(The latter also applies to Full Throttle's end credits.)
svn-id: r8402
2003-06-08 15:17:14 +00:00
Max Horn
a1caf1f9f9
forgot to check this one in
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svn-id: r8400
2003-06-08 12:56:42 +00:00
Max Horn
f8ec8a9903
cleanup
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svn-id: r8399
2003-06-08 12:49:34 +00:00
Max Horn
be9e6e85db
added quit event
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svn-id: r8398
2003-06-08 12:11:14 +00:00
Max Horn
083f4c4845
never call exit(), always go thrugh OSystem::quit()
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svn-id: r8397
2003-06-08 11:54:35 +00:00
Max Horn
faadbcafa7
cleanup; got rid of the split function and rather work in place (so instead of allocating dozens of small goblets of memory, we only need to duplicate the string once); fixed some text positioning bugs (but again, to get a real accurate implementation, I'll need to study screen shots of the Dig/FT/COMI videos and compare them to our results)
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svn-id: r8388
2003-06-08 00:39:08 +00:00
Max Horn
f273c4195b
cleanup
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svn-id: r8387
2003-06-07 23:12:46 +00:00
Max Horn
3f39f7d909
cleanup and a few fixes for text positioning (but am not sure if it's fully correct now either; will have to compare smush subtitles we generate with those from the LEC engine)
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svn-id: r8386
2003-06-07 22:58:29 +00:00
Max Horn
15d5ceffbd
case 9 was drawStringCentered but should have been drawStringWrapCentered; cleanup
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svn-id: r8385
2003-06-07 22:57:27 +00:00
Max Horn
209cd912cf
cleanup
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svn-id: r8384
2003-06-07 22:56:47 +00:00
Max Horn
fedc3b7e62
Fix for bug #654286 : ZAK256: Ending credits are illegible
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svn-id: r8383
2003-06-07 18:26:51 +00:00
Paweł Kołodziejski
70210d5d3a
fix set costumes for v1
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svn-id: r8382
2003-06-07 14:02:07 +00:00
Torbjörn Andersson
b6b6fb52e5
CD Loom and EGA Loom should not use the same dissolve effect, so I've
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reverted that part of the Loom unification and clarified the comments
slightly.
I also slowed down the CD Loom dissolve a bit. It's still faster than the
default behaviour, but I think it looks better this way. (Feel free to
change that back again if you don't agree.)
svn-id: r8381
2003-06-07 11:59:56 +00:00
Paweł Kołodziejski
395ab54ea9
some changes for v1 costumes
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svn-id: r8380
2003-06-07 10:44:54 +00:00
Jochen Hoenicke
f1b3e170e9
This should be the right check for header_len.
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I first thought that old games did not have GF_SMALL_HEADER.
svn-id: r8379
2003-06-07 09:48:10 +00:00
Paweł Kołodziejski
0c85e713ac
init costumes for v1 games
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svn-id: r8378
2003-06-07 04:24:57 +00:00
Max Horn
49b9a8fc9d
follow our coding conventions
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svn-id: r8377
2003-06-07 00:49:36 +00:00
Max Horn
55d3168c59
adhere to our coding style conventions; removed some unneccessary code
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svn-id: r8376
2003-06-07 00:45:32 +00:00
Max Horn
4303edcbbd
make SmushFont inherit from NutRenderer (TODO: drawChar stuff should be unified, too)
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svn-id: r8375
2003-06-07 00:33:46 +00:00
Max Horn
033c264ea5
Loom unification
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svn-id: r8373
2003-06-07 00:16:22 +00:00
Max Horn
86df3537b9
replaced GF_AFTER with _version
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svn-id: r8372
2003-06-07 00:13:26 +00:00
Jonathan Gray
f22171f934
compilation fix
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svn-id: r8371
2003-06-07 00:08:47 +00:00
Max Horn
00b53b5e81
set _version to detector value
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svn-id: r8367
2003-06-06 23:56:56 +00:00
Max Horn
04db5c12ab
make version public
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svn-id: r8366
2003-06-06 23:55:00 +00:00
Torbjörn Andersson
229c5bb328
I have no idea if this is right, but at least sound seems to be working
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again in Maniac Mansion, Zak and EGA Loom.
svn-id: r8365
2003-06-06 23:22:59 +00:00
Max Horn
4b227da824
Preparations for removing GF_AFTER_V? flags
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svn-id: r8364
2003-06-06 22:51:33 +00:00
Max Horn
15d58d9f52
hook for V2 costumes (based on a brief glimpse at the costume resources; however I haven't yet looked at the rest of the format, so this would just crash if you enabled it right now)
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svn-id: r8363
2003-06-06 22:35:23 +00:00
Torbjörn Andersson
2d74732afb
Always reset the VAR_GAME_LOADED variable (if it's available). This seems
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to fix bug #740148 , at least partially.
svn-id: r8362
2003-06-06 21:59:56 +00:00
Jochen Hoenicke
ce0352eab2
Added a fix for music_timer in V3 games.
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svn-id: r8361
2003-06-06 21:56:37 +00:00
Max Horn
1cae280e79
rewrite code a bit: personally I find it much easier to understand what the code does this way (the &6 trick is cute, but obfuscates the meaning of the code)
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svn-id: r8360
2003-06-06 20:55:39 +00:00
Torbjörn Andersson
6e0a3ec6fa
Order matters! Inverse iris is transition effect 5 and nothing else.
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svn-id: r8350
2003-06-06 12:27:33 +00:00
Max Horn
62e3a110dd
added a currently disabled hack that can be used to get costumes used in V1 games (currently crashes since we don't support that custome format yet)
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svn-id: r8349
2003-06-06 11:59:29 +00:00
James Brown
c89b04488d
Get rid of *64 targets, use 'maniac' and 'zak' autodetection for the AFTER_V1 flag instead.
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svn-id: r8348
2003-06-06 10:47:12 +00:00
Torbjörn Andersson
560c03f6ab
Hack to fix the placement of the green transparency on the tank in the Hall
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of Oddities in Sam & Max. As far as I can tell, this was a bug in the
original game as well, so this is one of the rare cases where I think a
hack is ok even as a long-term solution.
svn-id: r8347
2003-06-06 10:01:26 +00:00
Jonathan Gray
620762b466
v1 object drawing updates from aquadran
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svn-id: r8346
2003-06-06 07:35:19 +00:00
Paweł Kołodziejski
00288b07f8
fixed almost object drawing for v1 games, (ugly hack for drawBitmap)
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svn-id: r8345
2003-06-06 05:27:45 +00:00
Paweł Kołodziejski
1f846b55dc
changed height of virtscreen for v1 games
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svn-id: r8344
2003-06-06 04:20:41 +00:00
Max Horn
067609c832
cleanup
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svn-id: r8341
2003-06-06 00:16:34 +00:00
Max Horn
6f9b34df1e
unified some code
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svn-id: r8339
2003-06-05 23:55:57 +00:00
Paweł Kołodziejski
5e18dc19ff
a little better
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svn-id: r8333
2003-06-05 19:26:43 +00:00
Paweł Kołodziejski
da6ac080af
disabled mask for now
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svn-id: r8331
2003-06-05 18:37:11 +00:00
Paweł Kołodziejski
44e76b4da6
fixed my last commit
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svn-id: r8330
2003-06-05 18:30:29 +00:00