Torbjörn Andersson
90e1169581
Work around a crash when quitting Simon 2. If this is the proper fix, it should
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almost certainly go into the 0.10 branch as well.
svn-id: r27617
2007-06-22 20:20:34 +00:00
Max Horn
2b23374468
Converted lots of code to use Common::ASCII_* and COMMON::KEYCODE_* constants. This also revealed the evil mixing of keycodes and ascii we do in many places :-/
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svn-id: r27616
2007-06-22 20:04:44 +00:00
Torbjörn Andersson
73f760becd
Don't include sdl_keysym.h. Use our Common::KEYCODE constants instead of SDLK
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constants.
svn-id: r27609
2007-06-22 12:42:28 +00:00
Paul Gilbert
47bd4e500b
Removed old debug input files no longer being used, and the Lure disassembly folder
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svn-id: r27608
2007-06-22 12:40:30 +00:00
Paul Gilbert
5cb367681b
Added entries for fights.cpp and sound.cpp
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svn-id: r27607
2007-06-22 12:36:49 +00:00
Paul Gilbert
8b3821e9ff
Lots of bugfixes - game is now completable
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svn-id: r27606
2007-06-22 12:36:04 +00:00
Paul Gilbert
707e62e669
Implemented remaining script methods
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svn-id: r27605
2007-06-22 12:31:27 +00:00
Paul Gilbert
5e92ea378f
Initial commit
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svn-id: r27604
2007-06-22 12:30:18 +00:00
Paul Gilbert
b923618844
Added extra information to some methods, and a new method to show an animation sequence
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svn-id: r27603
2007-06-22 12:26:10 +00:00
Torbjörn Andersson
e42da8f24c
Use KEYCODE constants.
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svn-id: r27600
2007-06-22 09:27:13 +00:00
Torbjörn Andersson
2db2fbfc51
Use KEYCODE constants.
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svn-id: r27599
2007-06-22 07:52:53 +00:00
Torbjörn Andersson
245c997260
Use KEYCODE constants.
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svn-id: r27597
2007-06-22 07:34:07 +00:00
Torbjörn Andersson
6f655ddbe5
Use KEYCODE constants.
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svn-id: r27596
2007-06-21 20:04:10 +00:00
Torbjörn Andersson
b61738b270
Use KEYCODE constants. (Except for '~' which doesn't seem to have one.)
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svn-id: r27595
2007-06-21 19:55:22 +00:00
Torbjörn Andersson
db8e5332fc
Use the KEYCODE constants.
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svn-id: r27593
2007-06-21 19:33:05 +00:00
Torbjörn Andersson
8e2fd2ee73
Fixed freeing of invalid pointer, which would cause Operation Stealth to crash.
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I don't know if the loadSet() / loadSetAbs() functions are every used in Future
Wars. If so, we should commit this to the branch as well.
svn-id: r27590
2007-06-21 17:24:27 +00:00
Travis Howell
c42dada465
Revert debug output.
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svn-id: r27583
2007-06-21 07:34:54 +00:00
Travis Howell
b4041c450f
Add font table for Spanish version of Elvira 2.
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svn-id: r27582
2007-06-21 07:34:06 +00:00
Travis Howell
00829f15c8
Minor cleanup.
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svn-id: r27580
2007-06-21 06:37:00 +00:00
Travis Howell
d2e7058b59
Fix regressions, due to zoneNum changes.
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svn-id: r27579
2007-06-21 05:26:47 +00:00
Travis Howell
64cafa0270
Fix regressions, due to buffer changes and cleanup.
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svn-id: r27578
2007-06-21 05:10:42 +00:00
Travis Howell
89b2cf75e2
Use frameBuffer directly, in order to drop extra buffer (frontBuffer) and cleanup code.
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svn-id: r27577
2007-06-21 03:14:20 +00:00
Travis Howell
3f5eb0f976
Add Italian DOS version of Elvira 2.
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svn-id: r27573
2007-06-21 01:47:00 +00:00
Kari Salminen
c8bbb6140f
Add AGI256-2 support (On top of already present AGI256 support).
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AGI256-2 means handling 256 color views/sprites (AGI256 means handling 256 color picture resources).
The code can now handle both 16 color and 256 color views/sprites in the same game.
FIXME: Background in AGI256-2 demo may be incorrect.
svn-id: r27572
2007-06-20 23:56:08 +00:00
Kari Salminen
0ebf986a1f
Make putPixelsA-function use correct mask (0x0f normally for 16 colors, 0xff for 256 colors in AGI256 mode).
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svn-id: r27571
2007-06-20 23:42:38 +00:00
Kari Salminen
dbac0054c1
Make drawing & blitting always use the correct screen
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(Always 16 color screen for vector stuff, 256 color screen for everything else in AGI256 mode).
svn-id: r27570
2007-06-20 23:36:59 +00:00
Kari Salminen
d5822afe9e
Add AGI256 picture resource loading using AGI command unknown170. Uses parts of patch #1728713 .
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svn-id: r27569
2007-06-20 23:18:24 +00:00
Kari Salminen
582fa4cdf0
Add AGI256 picture resource decoding support to PictureMgr::decodePicture.
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svn-id: r27568
2007-06-20 23:12:38 +00:00
Kari Salminen
ae74b06756
Add an additional AGI screen for 256 color data (For use with AGI256 and AGI256-2).
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svn-id: r27564
2007-06-20 22:54:51 +00:00
Kari Salminen
9f1ec5cb7a
Add AGI256 and AGI256-2 game feature flags to games that use them.
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svn-id: r27562
2007-06-20 22:39:14 +00:00
Kari Salminen
8b4b8a95a0
svn-id: r27561
2007-06-20 22:16:18 +00:00
Filippos Karapetis
5624ba23d0
Added a workaround in IHNM for the compact disk in Ellen's chapter
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svn-id: r27557
2007-06-20 16:36:29 +00:00
Travis Howell
8f2714cc77
Fix regressions, due to playSpeech() no longer been virtual match.
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svn-id: r27556
2007-06-20 14:41:19 +00:00
Filippos Karapetis
6689a6607b
Fix crashes with some savegames in IHNM
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svn-id: r27553
2007-06-20 01:45:38 +00:00
Travis Howell
61c91cafb9
Cleanup.
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svn-id: r27552
2007-06-20 01:01:29 +00:00
Max Horn
b51f2f3212
Implemented the OSystem framebuffer API, as discussed on scummvm-devel. All changes are just fine, and won't cause any compile problems or regressions, despite the fact that I can't test most of the non-SDL backend changes, at an improbability level of two to the power of two hundred and seventy-six thousand to one against - possibly much higher. Anything you still can't cope with is therefore your own problem. Please relax.
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svn-id: r27548
2007-06-19 22:39:59 +00:00
Travis Howell
ab9b9a1bf3
Cleanup, could cause regressions.
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svn-id: r27547
2007-06-19 11:50:22 +00:00
Filippos Karapetis
aeb9668d66
When loading a game from the same chapter as the current chapter in IHNM, the game will now be loaded correctly
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svn-id: r27546
2007-06-19 11:41:06 +00:00
Filippos Karapetis
4ffd38a199
When saving the game in IHNM after a chapter point change, the chapter point change music will no longer be incorrectly saved, and the normal chapter music will be saved instead
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svn-id: r27545
2007-06-19 11:23:20 +00:00
Travis Howell
fc19079902
Fix masking regressions, caused by dirtyClips code.
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svn-id: r27544
2007-06-19 11:12:56 +00:00
Filippos Karapetis
e654381717
IHNM: In chained cutaways, clear the previous cutaway immediately
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svn-id: r27543
2007-06-19 10:13:41 +00:00
Filippos Karapetis
8bc226b0e5
The correct music track is now played when loading a game in IHNM. The save/load mechanism in IHNM seems to be working correctly now (although it needs testing), however there are still some graphical glitches with the save/load dialogs. Also, moved some unfinished code for returning to the chapter selection screen to a more appropriate place
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svn-id: r27542
2007-06-19 02:42:59 +00:00
Filippos Karapetis
3c424d98cd
Removed obsolete comment
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svn-id: r27541
2007-06-19 01:41:10 +00:00
Filippos Karapetis
153f325004
More updates for the save/load system in IHNM
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svn-id: r27540
2007-06-19 01:37:48 +00:00
Nicola Mettifogo
f6e2c67cbb
Mouse is now properly hidden during dialogues, and is restored after load/save dialog boxes are closed. Moreover, kEngineMouse constant has been renamed to better match its meaning.
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svn-id: r27539
2007-06-18 20:11:49 +00:00
Filippos Karapetis
3f5202ea38
Change some regular integers to short integers
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svn-id: r27538
2007-06-18 19:56:36 +00:00
Travis Howell
f95c8450cb
Fix line wrapping of text in Elvira 2.
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svn-id: r27522
2007-06-18 10:57:50 +00:00
Travis Howell
71f2f4f6bd
Fix bug #1738870 - Elvira1: Glitch after opening a sarcophagus.
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svn-id: r27520
2007-06-18 09:07:03 +00:00
Travis Howell
f0581bab4a
Fix bugs #1738867 and #1738872 , the code for clearing the effects of fire wall and ice wall spells was always enabled.
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svn-id: r27516
2007-06-18 06:12:54 +00:00
Eugene Sandulenko
e477ca37b3
Normalize event names.
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svn-id: r27513
2007-06-17 16:21:05 +00:00