Commit graph

508 commits

Author SHA1 Message Date
Eugene Sandulenko
a9c2e6ecbf MM NES fixes:
o Fixed crash when in-game GUI was displayed
  o Support for save/load
  o Savegame version bumped

svn-id: r17232
2005-03-25 22:11:08 +00:00
Max Horn
df129b198c Some more cleanup
svn-id: r17227
2005-03-25 01:59:47 +00:00
Max Horn
47ee0ce884 Moved _roomStrips to class Gdi; put some GFX pre-room init code into the new method Gdi::roomChanged(); some more cleanup
svn-id: r17226
2005-03-25 01:52:20 +00:00
Max Horn
c86b18716b Started some cleanup work on class Gdi (in particular, I try to limit that class to GFX decoding only, and moved the screen rendering code out of it)
svn-id: r17225
2005-03-25 01:27:28 +00:00
Max Horn
7ed1c19f6c Cleanup: collect the C64 specific render data into a struct inside class Gdi
svn-id: r17224
2005-03-25 00:56:03 +00:00
Eugene Sandulenko
33952c09cb Correct positioning of inventory and verbs in MM NES.
Started to tackle inventory.

svn-id: r17219
2005-03-24 21:34:35 +00:00
Eugene Sandulenko
166e009061 First attempt to position NES graphics correctly on screen. Still verbs
are at wrong places.

svn-id: r17217
2005-03-24 04:53:28 +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
Torbjörn Andersson
fb87ff059d Removed unused variable.
svn-id: r17207
2005-03-23 14:34:22 +00:00
Eugene Sandulenko
df0869f51d Patch from Quietust for MM NES
o objects now update tile colors and mask data
  o mask data is drawn from the correct offset
  o verbs are drawn in the correct color

svn-id: r17199
2005-03-22 21:07:00 +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
11a1f9bb00 NES palette fixes from Quietust.
Some fixes of gray background for NES. Though maybe proper approach
would be to add global vars instead of checking every time.

svn-id: r17190
2005-03-21 01:15:30 +00:00
Eugene Sandulenko
d1e46a5420 Implement proper scene transition mode for MM NES.
svn-id: r17189
2005-03-21 00:27:39 +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
b8ee09d21b Properly wipe out animation trails in MM NES. It appeared that it
just uses different constants for VAR_CURRENT_LIGHTS. So now it
uses proper double buffering as well

svn-id: r17159
2005-03-15 21:15:37 +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
Paweł Kołodziejski
b23aaf98fe fixed compilation for emsvc4
svn-id: r17150
2005-03-15 08:21:48 +00:00
Travis Howell
6974025542 Patch from Quietust:
Animated costumes for NES maniac.

svn-id: r17145
2005-03-15 04:05:15 +00:00
Torbjörn Andersson
10f21cfe2c Fixed GCC warning about unused variables.
svn-id: r17135
2005-03-14 11:46:10 +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
Max Horn
d414c78468 Stricter offset verification in drawBitmap; but be more generous if we encounter a violation and just generate a warning (should fix bug #795214)
svn-id: r17053
2005-03-09 21:10:16 +00:00
Max Horn
68dce52387 Fix for bug #1107815 (SAM: Conroy Bumpus' song subtitles always present)
svn-id: r17017
2005-03-06 23:36:37 +00:00
Travis Howell
81262457d3 Add extra safety checks from original games, to copyVirtScreenBuffers()
svn-id: r16993
2005-03-06 00:46:13 +00:00
Eugene Sandulenko
50f6eb740c Distinguish between green and amber hercules. Now specify it via hercGreen
and hercAmber. Updated documentation accordingly.

svn-id: r16975
2005-03-02 21:46:51 +00:00
Torbjörn Andersson
91c1c67fc5 Fixed warning.
svn-id: r16966
2005-03-01 07:45:36 +00:00
Max Horn
a9e53c989c Perform some validation before using GFX strip offset (see also bug #795214)
svn-id: r16964
2005-02-28 20:20:57 +00:00
Paweł Kołodziejski
a73906443b fixed compilation for emsvc4
svn-id: r16917
2005-02-25 20:15:01 +00:00
Max Horn
e7b8a1eada Added consts (this usually helps the compiler a bit when optimizing code)
svn-id: r16863
2005-02-22 18:24:24 +00:00
Eugene Sandulenko
b4780deac6 (more) correct v2 ditherers. Still suffers from some differences and
text colors are not always match.

svn-id: r16818
2005-02-20 01:37:47 +00:00
Eugene Sandulenko
27469a1896 Patch #1121337 (CGA rendering in early LEC titles).
Differences against patch:
  o Updated documentation
  o Fixed text colors
  o Implemented Hercules dithering

Ditherers are based on loom ega and monkey ega, so for zak and mm they're
wrong, i.e. these games look better than with original ditherers.

TODO:
  Proper ditherers for zak & MM
  EGA ditherers for VGA SCUMM v5 games

svn-id: r16816
2005-02-20 00:17:22 +00:00
Eugene Sandulenko
ff7e16dc2b o Added few targets
* baseball2003 and Soccer2004 use Bink videos but just for intro movies and
    logos, so we may add them.
  * artdemo and readdemo also use Bink, but seems that additionally it uses
    them in cutscenes, but since there are just few of them, not like in
    full games, we may try to look at them too
  * SoccerMLS is (alsmost) working. It runs the intro, shows menu, lets
    to select from it but then fails at some Wiz stuff and there is no
    hotspots to choose. I think it may be related to overall HE99 problem
    with inventory where there is a bug preventing from item selection
o baseball2003 and Soccer2004 featured new LECF index block. Add stub for it
o SoccerMLS used kernelSetFunction 2001 in intro. add stub for it
o Alternative russian freddi3 uses badly formatted logo substitution in intro,
  so error() in default case in Gdi::drawBMAPBg() was replaced with warning().

svn-id: r16722
2005-02-02 00:32:02 +00:00
Max Horn
47280d9433 Updated copyright
svn-id: r16398
2005-01-01 16:09:25 +00:00
Max Horn
d299f0601b Reducing header dependencies a bit
svn-id: r16347
2004-12-27 22:08:20 +00:00
Gregory Montoir
da874257a5 to please PalmOS, I moved the _wiz member to ScummEngine_v70he, where it actually belongs, I don't quite like the upcasts I introduced, but I don't know how to deal without them
svn-id: r16132
2004-12-19 12:30:40 +00:00
Chris Apers
66e14111cc New ARM call (PalmOS)
svn-id: r16014
2004-12-10 15:18:28 +00:00
Gregory Montoir
5e351b0c31 moved all the HE wiz stuff to a separate module, with minor cleanups and simplifications
svn-id: r15921
2004-11-27 17:50:23 +00:00
Travis Howell
bc34d0d562 Revert small part of recent WizImage changes, caused regressions.
svn-id: r15867
2004-11-23 03:08:40 +00:00
Gregory Montoir
9bbb5fa0db HE wiz update, o90_unknown29 fully implemented.
Next step : move all the wiz related stuff to a specific class/struct.

svn-id: r15860
2004-11-22 20:34:29 +00:00
Gregory Montoir
856b589653 as the comment suggested, I rearranged the 3DO strip decoding function. Please, someone owning the 3DO games, test that this doesn't cause any regressions !
svn-id: r15858
2004-11-21 21:40:51 +00:00
Gregory Montoir
cf7f878ddc HE wiz stuff update
svn-id: r15857
2004-11-21 21:31:28 +00:00
Torbjörn Andersson
ee565c0bae Applied one of my suggested fixes for bug #1060568. Let's see if it causes
any regressions...

svn-id: r15855
2004-11-21 17:47:05 +00:00
Gregory Montoir
628b02a9e8 minor Wiz stuff update
svn-id: r15798
2004-11-13 04:05:35 +00:00
Chris Apers
e40f30e81a Cleanup
svn-id: r15759
2004-11-09 11:27:15 +00:00
Travis Howell
eaa65d57dd Check if VAR_WIZ_TCOLOR is set, before using it.
BMAP images are only used in HE71+.

svn-id: r15580
2004-10-17 06:07:45 +00:00
Gregory Montoir
0765435c44 cleanup: moved some things to gfx.cpp and changed o60_setState to match disassembly of version 72
svn-id: r15578
2004-10-17 05:04:49 +00:00
Gregory Montoir
3905129a97 preliminar o72_captureWizImage() implementation ; still have to handle flag 0x2 in drawWizImage to display correctly the painting in 1grademo
svn-id: r15577
2004-10-17 04:35:36 +00:00
Travis Howell
29c0c59652 HE games only use flag value too.
svn-id: r15516
2004-10-11 11:15:23 +00:00