Commit Graph

23 Commits

Author SHA1 Message Date
Kari Salminen
a944497d75 HACK: Force oxygen to maximum during Operation Stealth's first arcade sequence.
This way the arcade sequence is completable now.
This hack should be removed later and the first
arcade sequence be made properly playable!

svn-id: r33667
2008-08-06 20:41:53 +00:00
Kari Salminen
add07fceaa Added loading of temporary Operation Stealth savegames. Needs testing!
- Music related settings and adBgVar0 & adBgVar1 aren't loaded currently.
Modified resetEngine to also reset more of the Operation Stealth specific variables.
Added getter for background scrolling value.
Changed additional background indices 1 & 2 from byte to uint16.
Made savegame loading functions return !in.ioFailed() as return value instead of true as previously.

svn-id: r33379
2008-07-28 16:02:40 +00:00
Kari Salminen
06a45c49c7 Added a preliminary saving routine for Operation Stealth (Disabled by default, needs more work still. WIP!).
Added backgrounds' name saving (8 names in Operation Stealth instead of just 1 like in Future Wars).
Added 256 color palette saving and restoring (One of the palettes isn't properly handled yet though).

svn-id: r33349
2008-07-27 22:50:36 +00:00
Kari Salminen
2a90435e5d Fix for bug #2019355 (FW: broken compatibility with 0.11.1 saves):
- Changed savegame loading related functions to use SeekableReadStream
  rather than InSaveFile so MemoryReadStream can be used transparently.
- Fixed loadResourcesFromSave to load multiframe animations correctly
  and to load 0.11.0/0.11.1 Future Wars savegames which used a slightly
  different format.
- Added a savegame format detector that tries to detect between the old
  Future Wars savegame format, the new one and a broken revision of the
  new one.
- Changed makeLoad to first load the savegame fully into memory and only
  then handle it (If the savegame's packed then it's unpacked first). If
  the packed savegame can't tell its unpacked size (i.e. it's using zlib
  format) then we'll try to load up to 256kB of the savegame data.
Thanks to wjp for his help with nailing this release critical bug.

svn-id: r33192
2008-07-22 10:15:58 +00:00
Eugene Sandulenko
f2d72d9473 Patch #1969189: "CinE renderer rewrite"
svn-id: r32257
2008-05-24 22:11:41 +00:00
Eugene Sandulenko
57a9ef3a8f Patch #1941066: "CinE sprite overlay rewrite" courtsey of next_ghost
svn-id: r31651
2008-04-21 20:51:17 +00:00
Eugene Sandulenko
732774fd8d Patch #1913862: "CinE Script system"
svn-id: r31444
2008-04-07 20:24:40 +00:00
Gregory Montoir
bb30d560b2 renamed several structures, variables and functions
svn-id: r29860
2007-12-14 19:21:19 +00:00
Gregory Montoir
c271093fbb simplified gfxConvertSpriteToRaw, some renaming
svn-id: r29758
2007-12-08 09:10:08 +00:00
Max Horn
218e132e37 Updated legal headers in source files, based on what Pidgin (the IM client formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
2007-05-30 21:56:52 +00:00
Gregory Montoir
3afd0d9557 removed 4 unused offscreen buffers ; also changed several 64k buffers to be dynamically allocated.
svn-id: r26879
2007-05-19 21:12:10 +00:00
Gregory Montoir
93e41222b5 added debug code to display sprite masks
svn-id: r26865
2007-05-18 09:19:35 +00:00
Gregory Montoir
1b3458e429 moved gfx related functions from various.cpp/.h to gfx.cpp/.h and fixed indentation of previous commit
svn-id: r26863
2007-05-17 22:26:05 +00:00
Gregory Montoir
e9827d0884 added code for gfxSpriteFunc1 and gfxSpriteFunc2, which are used for sprite masking (see also bug #1624797)
svn-id: r26861
2007-05-17 22:13:31 +00:00
Torbjörn Andersson
f36beed55d Changed CINE_*_H_ to CINE_*_H for consistency with other engines. (Oh, who am I
kidding, I'm still testing the SVN change.)

svn-id: r24806
2006-12-03 18:29:58 +00:00
Eugene Sandulenko
c558018bd9 Implement o1_fadeToBlack()
svn-id: r24738
2006-11-18 20:57:37 +00:00
Torbjörn Andersson
c4015860ac Fixed savegame saving/loading. I haven't done anything about the user
interface, so it's still even worse than in the original interpreter (just like
in cinE, presumably), but at least it no longer crashes when loading the saved
game, and hopefully the correct palette is saved.

svn-id: r21718
2006-04-09 09:08:45 +00:00
Eugene Sandulenko
0b35672f78 uint8 -> byte
svn-id: r21414
2006-03-23 03:45:52 +00:00
Gregory Montoir
8f38cb6ff3 added mouse cursors
svn-id: r21321
2006-03-15 22:34:46 +00:00
Max Horn
2fc23c85da Moved cine engine into namespace Cine
svn-id: r20851
2006-02-25 00:26:14 +00:00
Paweł Kołodziejski
e31b271760 formating code
svn-id: r20835
2006-02-23 18:47:28 +00:00
Travis Howell
3fe8c971f2 Cleanup to remove duplicate type defines
svn-id: r20821
2006-02-23 09:12:21 +00:00
Eugene Sandulenko
71c170bb13 Initial version of Cinematique engine evo 1.
svn-id: r20813
2006-02-22 22:40:53 +00:00