Commit Graph
137148 Commits
Author SHA1 Message Date
Max Horn 70769ee04b fixed invalid memory access
svn-id: r6110
2002-12-25 00:46:34 +00:00
Max Horn 563f99b1fe more -pedantic warnings fixed
svn-id: r6109
2002-12-25 00:38:53 +00:00
Max Horn ce6913cf36 fix -pedantic warnings
svn-id: r6108
2002-12-25 00:36:04 +00:00
Max Horn 7cb69f7fa2 allow array dynamically to make VC happy
svn-id: r6107
2002-12-25 00:31:39 +00:00
Max Horn 702de7424c more opcodes (we see graphics again, albeit only briefly before it crashes)
svn-id: r6106
2002-12-25 00:04:12 +00:00
Max Horn 13518c3d36 enabled room & local scripts in V8; some more opcodes
svn-id: r6105
2002-12-24 23:26:37 +00:00
Max Horn 190685dc69 added a map from object names to object ids
svn-id: r6104
2002-12-24 16:10:31 +00:00
Max Horn 22ab263b00 getting graphics in COMI, woohoo! That's a nice christmas present, isn't it? :-)
svn-id: r6103
2002-12-24 15:45:23 +00:00
Max Horn 908de40919 some hacks to get V8 loading further. It now fails because it can't find the SMAP resource
svn-id: r6102
2002-12-24 15:27:27 +00:00
Max Horn 45aec3ef0d more opcodes
svn-id: r6101
2002-12-24 15:23:24 +00:00
Max Horn f5ef5a9699 opcode 0xE1 = o6_getAnimateVariable ?
svn-id: r6100
2002-12-24 14:39:52 +00:00
James Brown 5d2d6e11b3 Fix silly mistake
svn-id: r6099
2002-12-24 12:49:25 +00:00
James Brown 9df8cf4eba Fix a typo, add some more code.
Current crash is caused due to the non-existant mapping between objid's and the object names

svn-id: r6098
2002-12-24 12:27:35 +00:00
James Brown 600e516ef2 Cope with relocation of room scripts into a subbranch of LFLF, not ROOM
svn-id: r6097
2002-12-24 12:09:11 +00:00
Jonathan Gray 774761c066 replace unk1 for numZBuffer in the v8 part of RoomHeader
svn-id: r6096
2002-12-24 10:04:38 +00:00
Jonathan Gray ff7e997a48 make initBGBuffers handle the fact that v8 stores number of z buffers in RMHD not RMIH. Now we have to handle the fact that object code blocks are now a sub block of RMSC
svn-id: r6095
2002-12-24 07:53:29 +00:00
Max Horn 559ac7b842 changed lots of stuff to read data in the V8 format; more changes still needed, and one open problem: V8 IMHD has no obj_id, we need to work around that somehow, not yet sure what the correct way is (two find out, we either need to get into a state where this actually matters, so that we can do trial & error, or we need a disassmbly)
svn-id: r6094
2002-12-24 04:02:21 +00:00
Max Horn 15eba85301 added V8 room & images headers
svn-id: r6093
2002-12-24 03:42:18 +00:00
Jonathan Gray 95c8028652 yes they really are the same, one opcode just has a jmp to the other
svn-id: r6092
2002-12-24 02:38:41 +00:00
Max Horn 456877e6f0 fixed room resource loading in V8 - now need to fix initRoomSubBlocks
svn-id: r6091
2002-12-24 02:18:02 +00:00
Max Horn 5135a409d0 upon res load error, print out from which file we tried to load, and also print the correc index (was 'type' instead of 'idx')
svn-id: r6090
2002-12-24 02:03:35 +00:00
Max Horn 7692091a9c File object stores file name (useful for debugging)
svn-id: r6089
2002-12-24 02:02:53 +00:00
Max Horn 2da14e0fa1 more V8 opcodes (mostly rerouting to V6 ones)
svn-id: r6088
2002-12-24 00:41:59 +00:00
Max Horn fcb708e165 implemented actorOps for V8 (with some guessing involved)
svn-id: r6087
2002-12-23 23:53:29 +00:00
Max Horn 6585425c89 set NUM_ACTORS to 80 for COMI; get rid of MAX_ACTORS (use NUM_ACTORS instead); some updates
svn-id: r6086
2002-12-23 23:30:14 +00:00
Paweł Kołodziejski 4c8c6ff84e updated o8_kludge()
svn-id: r6085
2002-12-23 22:13:06 +00:00
Paweł Kołodziejski 6bbd215740 added cases for o8_kludge()
svn-id: r6084
2002-12-23 21:56:26 +00:00
Paweł Kołodziejski 8a6f6da967 added o6_stopSound and fixed compilation
svn-id: r6083
2002-12-23 21:04:14 +00:00
Max Horn 57cdbd0abb set script tracing to level 1 - at least while we do V8 debugging, later we can go back to a higher level
svn-id: r6082
2002-12-23 20:29:53 +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 4524d870f3 and more V8...
svn-id: r6080
2002-12-23 19:15:51 +00:00
Max Horn 35f4a42703 skip initCharset for now, till we get it working in V8
svn-id: r6079
2002-12-23 19:08:34 +00:00
Paweł Kołodziejski 44bfa413f9 changed numString to numArray
svn-id: r6078
2002-12-23 19:03:08 +00:00
Max Horn 897fc9a91b and more V8. Now we again hit the charset limit, but this time caused by the script itself :-)
svn-id: r6077
2002-12-23 18:56:43 +00:00
Paweł Kołodziejski 6f5a18228d changed read order of CMI variables (MAXS)
svn-id: r6076
2002-12-23 18:53:04 +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 a7d0957dad don't loadCharset(1) in V8
svn-id: r6072
2002-12-23 17:20:28 +00:00
Max Horn 7d052a26b0 don't be needlessly verbose; allow byte arrays in V8
svn-id: r6071
2002-12-23 16:17:23 +00:00
Max Horn f86eaeaff9 more V8 mods; cleanup
svn-id: r6070
2002-12-23 15:46:53 +00:00
Max Horn cc5872924e renamed new_1, new_2, new_3 in class Actor
svn-id: r6069
2002-12-23 14:16:43 +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
Paweł Kołodziejski 1af90fe06a updated VC6 file
svn-id: r6065
2002-12-23 07:48:04 +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 11a48a2b01 corrected AARY code for V8 (I hope)
svn-id: r6063
2002-12-23 00:21:49 +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