aboutsummaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2014-06-04SCUMM: Save/load music/sfx data in AD player.Johannes Schickel
This makes sure that the currently playing music and sfx are resumed when loading a save game.
2014-06-04SCUMM: Implement simple seeking in AD player.Johannes Schickel
2014-06-04SCUMM: Slightly refactor music playback in AD player.Johannes Schickel
2014-06-04SCUMM: Only forward declare Serializer in music.h.Johannes Schickel
2014-06-04SCUMM: Simplify voice channel allocation in AD code.Johannes Schickel
2014-06-04SCUMM: Fix typo in AD code.Johannes Schickel
2014-06-04MADS: Finally re-enable Rex waking up in the first game scenePaul Gilbert
2014-06-04MADS: Fix memory corruption when dealing with monster in scene 703Paul Gilbert
2014-06-04FULLPIPE: Finish MctlLadder::doWalkTo() implementationEugene Sandulenko
2014-06-04FULLPIPE: More work on MctlLadder::doWalkTo()Eugene Sandulenko
2014-06-03MADS: Remove redundant Palette::close methodPaul Gilbert
2014-06-03MADS: Free the audio player when the game endsPaul Gilbert
2014-06-03MADS: Fix removing items from inventory when they should bePaul Gilbert
2014-06-03MADS: Fix for getting bones in scene 752Paul Gilbert
2014-06-03MADS: Changed several values to constants in action setupPaul Gilbert
2014-06-03MADS: Fix drawing of background objectsPaul Gilbert
2014-06-04SCUMM: Fix music looping in AD player.Johannes Schickel
2014-06-04SCUMM: Only stop music instead of all sounds in music handling of AD player.Johannes Schickel
2014-06-04SCUMM: Make sound completely silent for volume level 0 in AD code.Johannes Schickel
2014-06-04SCUMM: Fix volume levels when playing SFX and music at the same time in AD ↵Johannes Schickel
player. This sadly decreases the granularity of volume control since AdLib has far less distinct volume levels as we. However, having music and sfx at the same time increases the overall experience.
2014-06-04SCUMM: Only reset rhythm state when music is stopped.Johannes Schickel
2014-06-04SCUMM: Allow music and sfx to be played at the same time in AD player.Johannes Schickel
2014-06-04SCUMM: Only stop music when requested in AD code.Johannes Schickel
2014-06-04SCUMM: Let music in AD code use the same HW channel allocation as SFX.Johannes Schickel
2014-06-04SCUMM: Dynamically allocate hw channels for SFX in AD player.Johannes Schickel
2014-06-04SCUMM: Allow multiple SFX to be played at once with AD.Johannes Schickel
Actually, even before this change it was possible. However, since we formerly used the original channel specification it was not possible when two sfx were started on the same channel. Now we can play such sounds simultaneously again. This is a first step towards a AdLib support level we had when we tried to convert SFX to MIDI to play it through iMuse. However, now we still play the sound effects properly, i.e. they still sound like in the original.
2014-06-04SCUMM: Clean up how SFX are stopped in the AD player.Johannes Schickel
2014-06-04SCUMM: Properly unlock sound resources when reusing sfx slots in AD code.Johannes Schickel
2014-06-04SCUMM: Further cleanup in AD SFX code.Johannes Schickel
2014-06-04SCUMM: Further refactor AD SFX code.Johannes Schickel
2014-06-04SCUMM: Always work directly on Channel data in AD code.Johannes Schickel
2014-06-04SCUMM: Store hardware channel number explicitly in Channel structure in AD code.Johannes Schickel
2014-06-04SCUMM: Replace some more constants with named enum values in AD code.Johannes Schickel
2014-06-04SCUMM: Fix sfx resource unlocking in AD player.Johannes Schickel
2014-06-04SCUMM: Move notes into SFX channel structure in AD player.Johannes Schickel
2014-06-04SCUMM: Further SFX note related cleanup in AD player.Johannes Schickel
2014-06-04SCUMM: Only keep music data variable for music around in AD code.Johannes Schickel
2014-06-04SCUMM: Introduce symbolic names for channel/note states in AD code.Johannes Schickel
2014-06-04SCUMM: Slight cleanup in SFX register code in AD player.Johannes Schickel
2014-06-04SCUMM: Small cleanup in SFX note setup in AD code.Johannes Schickel
2014-06-03MADS: Fix for reverse sprite cyclesPaul Gilbert
2014-06-03SCI32: fix crash during gabriel knight introMartin Kiewitz
2014-06-03FULLPIPE: More worj on MctlLadder::doWalkTo()Eugene Sandulenko
2014-06-03PEGASUS: Use KP7 and KP9 as alternative keys for the item drawersMatthew Hoops
Based on a patch by Keith Kaisershot (blitter)
2014-06-02GROOVIE: Add sanity checks and range limits to copyRect opcode param.D G Turner
This prevents segfault crashes in "The 11th Hour" when you open the Gamebook palmtop from the top of the screen. The opcode needs some work on the changes from 7th Guest, but this will prevent crashes while this is being worked on.
2014-06-02SCI: comment typo fixMartin Kiewitz
2014-06-02SCI: fix saving in mother goose sci0 (bug #6486)Martin Kiewitz
2014-06-02GROOVIE: Only compile ROQ when groovie2 is enabledMatthew Hoops
2014-06-02FULLPIPE: Add missing parameter to Movement::calcSomeXY()Eugene Sandulenko
2014-06-02FULLPIPE: More work on MctlLadder::doWalkTo()Eugene Sandulenko