185 Commits

Author SHA1 Message Date
Travis Howell
71b484fead No other shadowMode settings are used by Sam & Max scripts.
svn-id: r18249
2005-05-25 12:56:23 +00:00
Eugene Sandulenko
f9e4a2d2a2 Stubs for C64 MM costume code. Content will follow. Fixes crash in intro
script

svn-id: r18198
2005-05-21 03:30:23 +00:00
Eugene Sandulenko
7fb2eda235 Patch from Quietust for MM NES:
o Fix all actor mask bugs
  o Simplify masking considerably
  o Moved the decodesNESObject call from object.cpp into gfx.cpp

svn-id: r18177
2005-05-18 23:17:04 +00:00
Max Horn
fb11e79387 Replaced global revBitMask array with a macro
svn-id: r18104
2005-05-15 10:40:28 +00:00
Max Horn
e5bbfe8df9 Renamed costume scale tables; merged the old costume renderer's scale table with the small scale AKOS scale table (they were identical)
svn-id: r18103
2005-05-15 10:02:13 +00:00
Max Horn
c46ea8bc40 Replaced the platform specific GF_FOO switches (using _platform instead now)
svn-id: r17716
2005-04-20 18:21:30 +00:00
Travis Howell
2009b72679 Replace all GF_HUMONGOUS use with _heversion.
Make HE60 specific to puttdemo, since it is unqie.
Other HE60 games changed to HE 61.

svn-id: r17698
2005-04-20 01:33:44 +00:00
Max Horn
8d2e73806a Fix for bug #1180240
svn-id: r17518
2005-04-10 16:20:22 +00:00
Max Horn
871e278f8b Reduce dependencies on scumm/util.h; modified ScummNESFile a bit so that it complies a bit better with our code formatting rules
svn-id: r17508
2005-04-10 12:59:17 +00:00
Max Horn
d271b58aa7 Got rid of GF_NEW_OPCODES
svn-id: r17488
2005-04-09 20:13:30 +00:00
Eugene Sandulenko
ba3077ed0e Patch from Quietust:
1. properly handle costume colors in dark rooms (verified against disasm)
2. optimize NES audio generation a little bit - instead of calling a function ~80 times to get one audio sample, it calls it once and just loops ~80 times internally
3. NES audio now obeys the volume control
4. in MM NES, o2_setObjPreposition is a no-op
5. o2_lights uses new-style light values (i.e. bitfields) in MM NES
6. o2_delay, use ssPaused identifier rather than a literal '1'
7. in MM NES, o5_saveLoadGame only explicitly checks for type '1' (load), defaulting to save for any other value

svn-id: r17443
2005-04-07 21:13:01 +00:00
Eugene Sandulenko
58731633a5 MM NES costumes fix for MM NES. Talking animation appears now, though
there are still some glitches with sliding actors which require different
handling of actors talking.

svn-id: r17329
2005-04-01 21:35:44 +00:00
Eugene Sandulenko
ebe4c1b6b6 Fix regression in MM NES costumes.
Cleanup

svn-id: r17317
2005-04-01 02:14:00 +00:00
Max Horn
5bd26a52df More costume code restructuring
svn-id: r17258
2005-03-27 00:42:53 +00:00
Max Horn
446be21239 Started to overhaul the costume infrastructure a bit, properly separating the NES costume code in the process (sorry if I broke stuff for the NES folks, but I figure it is better to get this done properly now before we have to untangle the mess later)
svn-id: r17257
2005-03-27 00:23:38 +00:00
Eugene Sandulenko
49ad27e845 Gray actor palettes in flahslight mode for NES from Quietust.
svn-id: r17256
2005-03-26 23:40:01 +00:00
Eugene Sandulenko
f735ee48af Fixes for MM NES costume mask from Quietust.
svn-id: r17235
2005-03-26 03:49:06 +00:00
Eugene Sandulenko
c4261f007a First attempt to use mask for costumes:
o Now it shows that our mask is too blocky
  o Mask is always applied, i.e. even when actor is in front of masking
    object
  o Probably we need to shift mask up.

svn-id: r17228
2005-03-25 02:13:02 +00:00
Eugene Sandulenko
e9a28b5782 Proper calculation of edge case with number of costume frames from Quietust
svn-id: r17213
2005-03-24 03:38:51 +00:00
Eugene Sandulenko
9ab0962f6d Lots of MM NES changes from Quietust and me
o Swap palette entries 0x00 and 0x1D in all necessary places. This gets
    rid of gray background
  o added a function NES_loadCostumeSet(int n) in order to do #1 for sprites
  o Widen screen to 256 pixels and center narrow rooms in it
  o Partial fix for subtitle rendering, now at least first line is
    rendered with identation

svn-id: r17212
2005-03-24 03:22:32 +00:00
Eugene Sandulenko
0bcb0ac257 Many MM NES fixes/improvements from Quietust:
o Doesn't crash when going upstairs. Now game is playable up to
    the green tentacle
  o Proper subtitles colors
  o Room mask is decoded but doesn't affect sprites yet
  o Inventory draw issues fixed
  o Fix actors position when they're facing right

svn-id: r17191
2005-03-21 23:51:48 +00:00
Eugene Sandulenko
f86768fee8 Preliminary support for NES charsets. Colors are wrong and we get glitches
caused by too narrow screen. Also text clearing doesn't work.

svn-id: r17164
2005-03-16 03:20:32 +00:00
Eugene Sandulenko
a827bb1c05 Patch from Quietust. Proper drawing of objects and fixes to inventory.
svn-id: r17162
2005-03-16 02:14:35 +00:00
Max Horn
6e33b3f0a7 Some cleanup/costume code unification. Note: NES costume code probably should be using subclasses; and maybe we should add AKOSLoadedCostume and NESLoadedCostume ?
svn-id: r17161
2005-03-15 21:48:06 +00:00
Eugene Sandulenko
4824af64bb Minor NES-related fixes
o Actors do not leave trails, though background isn't restored since
    that code always uses two buffers and nes isn't. I have to switch it to
    use two
  o Add Swedish version of MM NES
  o Code formatting fixes

svn-id: r17156
2005-03-15 17:56:50 +00:00
Travis Howell
6974025542 Patch from Quietust:
Animated costumes for NES maniac.

svn-id: r17145
2005-03-15 04:05:15 +00:00
Eugene Sandulenko
7c4d8d58e2 First (unsuccessful) attempt to make NES costume animation work.
svn-id: r17143
2005-03-15 02:47:36 +00:00
Travis Howell
9d17e9aa24 Change this one too.
svn-id: r17142
2005-03-15 02:23:42 +00:00
Eugene Sandulenko
18ed547bc3 Patch from Quietust. Fix NES sprites colors and optimize sprite drawing
routine.

svn-id: r17141
2005-03-15 02:08:53 +00:00
Eugene Sandulenko
1a26020fd2 Actually draw NES costumes.
svn-id: r17139
2005-03-15 01:22:57 +00:00
Travis Howell
7bb8de561b Off by one.
svn-id: r17138
2005-03-15 01:19:36 +00:00
Eugene Sandulenko
ef57db4105 First attempt to draw NES sprites. There are these problems:
o Position is not correct
  o Colors are wrong
  o No animation
  o They're not wiped out correctly, maybe because of first problem

svn-id: r17137
2005-03-14 21:13:35 +00:00
Eugene Sandulenko
654528422d Preliminary support for MM NES.
svn-id: r17133
2005-03-13 23:18:59 +00:00
Chris Apers
d27f4116f4 Cleanup
svn-id: r17080
2005-03-11 11:06:45 +00:00
Eugene Sandulenko
154c4af8dc Mass-renamed all variables of Actor object according to our current code
formatting standards. Earlier we had half of vars named with leading
underscore and half without it.

Now code in actor.cpp is considerably more readable.

svn-id: r17068
2005-03-11 01:10:06 +00:00
Max Horn
47280d9433 Updated copyright
svn-id: r16398
2005-01-01 16:09:25 +00:00
Chris Apers
66e14111cc New ARM call (PalmOS)
svn-id: r16014
2004-12-10 15:18:28 +00:00
Max Horn
85ec4ee0b5 Turn the v1 member in the costume renderers into a function local object (used to be a member var)
svn-id: r15887
2004-11-25 23:36:02 +00:00
Chris Apers
e40f30e81a Cleanup
svn-id: r15759
2004-11-09 11:27:15 +00:00
Chris Apers
5992cdb890 PalmOS : new params
svn-id: r15518
2004-10-11 13:29:08 +00:00
Max Horn
b3c72a792b Fix for bug #1042802 (DIG: Graphics glitch when scrolling) -- the fix is to properly distinguish pitch and width of the target surface
svn-id: r15480
2004-10-09 00:06:36 +00:00
Chris Apers
4ba9994bb3 PalmOS update
svn-id: r15437
2004-10-06 10:20:21 +00:00
Gregory Montoir
2f8136b703 constness
svn-id: r15364
2004-09-30 23:49:46 +00:00
Chris Apers
b8520692f4 PalmOS : ARM optimized proc3 function
svn-id: r15023
2004-09-12 10:48:04 +00:00
Gregory Montoir
7593129d98 some AKOS tweaks for HE72/80
svn-id: r14965
2004-09-08 21:14:12 +00:00
Max Horn
8f6e066374 Cleanup: renamed 'value' to 'scaletableSize' and made akos codec1 & the old costume code look even more alike
svn-id: r14868
2004-09-02 23:16:58 +00:00
Travis Howell
2c1c5d655d Remove old unused and unneeded function.
Update comments

svn-id: r14531
2004-08-10 02:17:34 +00:00
Travis Howell
ca181299d5 Should be 8 pixels for V1 games.
Fixes actors been cut off too early when running off left side of screen in last scene of demo mode of Maniac Mansion.

svn-id: r14530
2004-08-10 02:13:25 +00:00
Travis Howell
2481ebf896 Fix a few remaining graphic gliches in V1 games
svn-id: r14529
2004-08-10 02:04:15 +00:00
Max Horn
87f1cd48d6 Fix for bug #902387 (MANIAC64: Graphical glitch when Space Police arrives)
svn-id: r14528
2004-08-09 23:22:29 +00:00