163 Commits

Author SHA1 Message Date
Max Horn
2da14e0fa1 more V8 opcodes (mostly rerouting to V6 ones)
svn-id: r6088
2002-12-24 00:41:59 +00:00
Max Horn
8380596966 don't let unknown V8 codes pass by (it makes debugging pretty hard)
svn-id: r6081
2002-12-23 20:25:47 +00:00
Max Horn
6d0fd3989c fix jumpTrue/jumpFalse opcodes; slightly better debug output
svn-id: r6075
2002-12-23 18:37:56 +00:00
Max Horn
654ed3ff6c more V8 work
svn-id: r6074
2002-12-23 18:30:12 +00:00
Max Horn
b8240b253c some flesh to the V8 bones
svn-id: r6073
2002-12-23 17:21:09 +00:00
Max Horn
f86eaeaff9 more V8 mods; cleanup
svn-id: r6070
2002-12-23 15:46:53 +00:00
Max Horn
e192142dac resolved some arguments with aquadran about how to go on about this :-). Renamed three v6 opcodes
svn-id: r6068
2002-12-23 12:50:38 +00:00
Paweł Kołodziejski
034bfddd7e changed Dword to Uint32, I hope, Filgolfin will be happy :)
svn-id: r6067
2002-12-23 09:45:20 +00:00
Paweł Kołodziejski
af86ee5032 updated list opcode script v8
svn-id: r6066
2002-12-23 09:14:58 +00:00
Max Horn
58f2ee45cd word size for V8 games is 4 bytes, as opposed to 2 bytes in V6/V7 games. Hence we adjust fetchScriptWord - this way we can reuse all sorts of code (and no, this is not really a hack - word size by tradition is something which varies depending on the architecture, so it is even consistent)
svn-id: r6064
2002-12-23 00:23:36 +00:00
Max Horn
09baac729f why not reuse the V6 opcode implementations, it would seems many of them are identical in V8. Or maybe V8 actually uses 32 bit ops in some places, but then we can still deal with that once we are actually in the position to try run any scripts :-)
svn-id: r6062
2002-12-22 23:51:04 +00:00
Max Horn
1804f44af1 some more V8 opcode flesh
svn-id: r6061
2002-12-22 23:26:10 +00:00
Max Horn
df3c41fa24 added some preliminary V8 work. Nope, it is not useful at all, and it doesn't mean we will have CMI support in this millenium, so don't hold your breath
svn-id: r6060
2002-12-22 21:58:16 +00:00