scummvm/scumm
2003-05-12 19:53:18 +00:00
..
smush renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and _realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) 2003-05-10 21:49:59 +00:00
.cvsignore
actor.cpp modified akos / 'old' costume (charset) masking code to a) match each other; also, the costume.cpp code looks again checks _zbuf != 0 even for non-SMALL_HEADER games, as it used to 1 year ago ;-) (note: this change is kinda experimental; might fix some bugs, might introduce some regressions) 2003-05-12 17:50:09 +00:00
actor.h renamed XYFactor/YXFactor to XYFactor, YXFactor/deltaYFactor (they denote how much to move each step in the x/y direction); added several FIXME comments (after 0.4.0 we really shold revise this code) 2003-05-05 12:09:22 +00:00
akos.cpp modified akos / 'old' costume (charset) masking code to a) match each other; also, the costume.cpp code looks again checks _zbuf != 0 even for non-SMALL_HEADER games, as it used to 1 year ago ;-) (note: this change is kinda experimental; might fix some bugs, might introduce some regressions) 2003-05-12 17:50:09 +00:00
akos.h modified akos / 'old' costume (charset) masking code to a) match each other; also, the costume.cpp code looks again checks _zbuf != 0 even for non-SMALL_HEADER games, as it used to 1 year ago ;-) (note: this change is kinda experimental; might fix some bugs, might introduce some regressions) 2003-05-12 17:50:09 +00:00
base-costume.h fixed actor positions in Indy3EGA 2003-04-23 08:26:54 +00:00
boxes.cpp walkbox & putActor coords in V2 are in 'character coordinates' - x has to multiplied by 8 and y by 2 2003-05-10 23:47:39 +00:00
boxes.h implemented v2 walkboxes (at least the debugger output looks right now, though I might have overlooked something) 2003-05-09 21:46:34 +00:00
bundle.cpp
bundle.h
charset.cpp renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and _realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) 2003-05-10 21:49:59 +00:00
charset.h added a v2 charset rendered (with a hardcoded font take from german zak); enabled verbs in zak (well, they are drawn at least :-) 2003-05-08 22:44:46 +00:00
costume.cpp modified akos / 'old' costume (charset) masking code to a) match each other; also, the costume.cpp code looks again checks _zbuf != 0 even for non-SMALL_HEADER games, as it used to 1 year ago ;-) (note: this change is kinda experimental; might fix some bugs, might introduce some regressions) 2003-05-12 17:50:09 +00:00
costume.h some fixes for the indy3ega (and other OLD_BUNDLE?) costumes; still don't display right, but base offsets are correct now: costume data is valid and identical in indy3ega and indy3 (256); and you actually see Indy running over the train in the intro (but, uhm... buggy :-) 2003-04-22 20:48:53 +00:00
debug.cpp renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and _realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) 2003-05-10 21:49:59 +00:00
debug.h
debugger.cpp renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and _realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) 2003-05-10 21:49:59 +00:00
debugger.h Patch #731613: debugger tab-completion (thanks, Willem!) 2003-05-03 21:49:19 +00:00
debugrl.cpp
debugrl.h
dialogs.cpp renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and _realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) 2003-05-10 21:49:59 +00:00
dialogs.h
gfx.cpp correction: V2 mask decompression works 100% correct. We just ignore it. 2003-05-11 11:27:19 +00:00
gfx.h cleanup 2003-05-11 00:28:43 +00:00
imuse_digi.cpp PalmOS changes 2003-04-30 13:23:31 +00:00
imuse_digi.h
imuse.cpp fixed warning 2003-05-07 22:50:15 +00:00
imuse.h
instrument.cpp ..\..\msg.txt 2003-05-07 19:24:14 +00:00
instrument.h ..\..\msg.txt 2003-05-07 19:24:14 +00:00
intern.h more V2 'char coord' fixes 2003-05-11 00:03:03 +00:00
module.mk
nut_renderer.cpp renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and _realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) 2003-05-10 21:49:59 +00:00
nut_renderer.h
object.cpp fixed object drawing state handling for V2 games (this shouldn't cause any regressions in newer games) 2003-05-10 22:12:23 +00:00
object.h
resource_v2.cpp typo; added comment 2003-05-04 00:24:34 +00:00
resource_v3.cpp unified Zak256 charset code with the rest; this *might* cause a regression should anywhere in Zak256 a charset > 1 be set; if so, tell me where exactly, and I can try to figure out a proper fix 2003-04-29 10:26:35 +00:00
resource_v4.cpp
resource.cpp init all VAR_* variables to 0xFF; replaced access to _vars in the form _vars[VAR_*] by VARS(VAR_*) which performs a validity checK; renamed _vars to _scummVars to make sure I updated all places; fixed two places where V6 and newer games would access V5 vars (but there are still some left, it seems); checked VAR access for now only generates a warning 2003-05-08 15:48:50 +00:00
resource.h
saveload.cpp renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and _realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) 2003-05-10 21:49:59 +00:00
saveload.h
script_v2.cpp cleanup / tweaks (V2 masking, at least in Zakdemo, seems not to work properly, though) 2003-05-11 11:13:24 +00:00
script_v5.cpp renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and _realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) 2003-05-10 21:49:59 +00:00
script_v6.cpp work around some illegal var access' in COMI/V8 - there are more, but I am not always sure if avoiding the access is the proper fix; maybe in some cases we should just define that var for V8 to the proper value? 2003-05-10 22:35:12 +00:00
script_v8.cpp renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and _realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) 2003-05-10 21:49:59 +00:00
script.cpp renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and _realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) 2003-05-10 21:49:59 +00:00
scumm.h renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and _realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) 2003-05-10 21:49:59 +00:00
scummvm.cpp more V2 'char coord' fixes 2003-05-11 00:03:03 +00:00
sound.cpp fixed illegal var access in V7/V8 games 2003-05-12 19:53:18 +00:00
sound.h various music related changes and cleanup; also modified MonkeyVGA music sync, at least the intro is much better synced now; not sure about other parts of it / other games 2003-05-01 00:04:05 +00:00
string.cpp renamed _scrWidth/_scrHeight -> _roomWidht/_roomHeight, and _realWidth/_realHeight -> _screenWidth/_screenHeight (inspired by MadMoose, but I'll take the blame - still this seems much more logical & intuitive) 2003-05-10 21:49:59 +00:00
usage_bits.cpp
usage_bits.h
vars.cpp init all VAR_* variables to 0xFF; replaced access to _vars in the form _vars[VAR_*] by VARS(VAR_*) which performs a validity checK; renamed _vars to _scummVars to make sure I updated all places; fixed two places where V6 and newer games would access V5 vars (but there are still some left, it seems); checked VAR access for now only generates a warning 2003-05-08 15:48:50 +00:00
verbs.cpp fix regression in MI1 (and possibly others) 2003-05-12 16:57:04 +00:00
verbs.h