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2017-09-16SCI32: Clean-up pass on GK2 script patchesColin Snover
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR * Make alignment of operation comments consistent * Make patch descriptions consistent
2017-09-16SCI32: Clean-up pass on GK1 script patchesColin Snover
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR * Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16 * Wrap comments at 80 columns * Rewrite comments for clarity and brevity * Make alignment of operation comments consistent * Make identifier suffixes, patch descriptions, and patch table ordering consistent * Remove no-longer-needed script patch for day 10 room 808, which has been fixed using a different, generic mechanism since commit e8c429832f7b6393f853fd6d9ce8ba2e62f6a93c
2017-09-16GIT: Ignore all root Xcode project filesColin Snover
[ci skip]
2017-09-16TITANIC: Improve audio buffer critial section handlingPaul Gilbert
2017-09-16TITANIC: Fixed FixedQueue compaction when queue has been emptiedPaul Gilbert
2017-09-16SCI32: Add script patch for PQ4CD for dual mode (text+speech)Martin Kiewitz
This makes the game menu able to handle a 3rd state, so that the game shows text but also play speech at the same time. We need to inject our own view for the new button to really show up. I'm not that experienced with the SCI32 graphics code, which is why I prefer snover to do this part. Right now it will show the button with text selected 2 times in a row. The first "text" button is the dual mode / "both" state. Anyway, thanks to snover for notifying me of this game needing dual mode patched in and also for some help.
2017-09-16TITANIC: Standardize audio rate constantsPaul Gilbert
2017-09-16SCI: LB2-Dual mode: Change "DUAL" button to "BOTH"Martin Kiewitz
Now it says "BOTH", just what the button in SQ4 says as well.
2017-09-15SCI32: Fix bad play call in Shivers room 23090David Fioramonti
This fixes a bad play call by replacing it with a fade call. The newRoom function In script rm23v090 (room 23090) was calling a play function with 5 arguments, but the play function only takes 4 arguments. Since it looks like a fade call it has been replaced with that. Fixes Trac#10200. snover helped.
2017-09-16I18N: Update translations templatesThierry Crozat
2017-09-15SDL: Remove USE_RGB_COLOR #ifdefs from detectSupportedFormatsColin Snover
This function is only defined when USE_RGB_COLOR is defined so these additional conditions are redundant.
2017-09-16SCI: KQ6-Dual mode: Change "DUAL" button to "BOTH"Martin Kiewitz
Now those say "BOTH", just what the button in SQ4 says as well.
2017-09-15SCI32: Blacklist pirated GOG.com + German GK2Colin Snover
Fixes Trac#9744.
2017-09-15SCI32: Fix clipping of inventory items in Phant2Colin Snover
This fixes overlapping of the left arrow in all cases, but the scroll delta and initial offset of inventory items will only be fixed in new games because the affected objects are global objects whose bad properties get persisted into save games. Fixes Trac#10037.
2017-09-14TITANIC: Moved queue logic within CAUdioBuffer to new FixedQueue classPaul Gilbert
This is a cleaner implementation, since all the pointer logic and queue management is now better encapsulated in it's own class. I felt a new FixedQueue class was necessary because the standard Queue class uses a Common::List internally, which would be unsuitable for containing 100,000 elements, since each int value would need it's own list node. This way uses an array internally, like FixedStack
2017-09-15I18N: Update translations templatesThierry Crozat
2017-09-14SCI32: Fix Phant2 "auto-save"Colin Snover
The game has a feature where it will automatically create a save game when you quit the game through the in-game control panel (or when you die, for some reason). Unfortunately, due to bad programming, this automatic save would just overwrite whatever was in save slot 1 (slot 0 in the original interpreter). Find this attempt to auto-save the game and redirect it to the auto-save slot. This might not be totally correct, but it is at least better than destroying a save game. Fixes Trac#10201.
2017-09-14SCI32: Fix PQ:SWAT platformColin Snover
2017-09-14SCI32: Drop platform from game ID for games that are Windows-onlyColin Snover
2017-09-14SCI32: Remove ADGF_CD from games that have no non-CD versionColin Snover
@sev- had asked why these flags were added a while ago (I had been instructed this was the right thing to do when I asked in the past) and ever since then it has been bugging me more and more that they are there, since they serve zero purpose except to make the game ID longer. In the past, it may have been the case that the SCI16 & SCI32 code mixing meant that SCI32 games needed the CD flag for things like managing subtitles, but at this point the only use of the CD flag within the SCI32 engine is for the few games that actually have different CD and non-CD versions. So these flags are gone now.
2017-09-14DIRECTOR: Fix Warning.stevenhoefel
2017-09-14DIRECTOR: Initial work for D5 RTE Cast Member loading.stevenhoefel
2017-09-13DEVTOOLS: Fix escape sequence in create_titanicPaul Gilbert
2017-09-12SCI: Omit SysEx delays when sending to MT-32 emulatorColin Snover
Real MIDI devices, and MT-32 in particular, need delays between SysEx messages to ensure sufficient time to receive and process the incoming data buffer. Sending too much data too quickly to these devices can cause them to crash with a buffer overflow. The MT-32 emulator, on the other hand, has no problem receiving SysEx data instantly, so skipping the delays means that games that send lots of data to the MT-32 will start up much faster.
2017-09-12TITANIC: Fix blocky squares during transitions on SGT levelPaul Gilbert
2017-09-12Merge pull request #1013 from ccawley2011/15bit-indeoPaul Gilbert
IMAGE: Support rendering Indeo videos at 15bpp
2017-09-12README: Add some more config parametersThierry Crozat
2017-09-12SDL: Remove code for unused DoubleBufferSDLMixerManagerThierry Crozat
2017-09-12OPENPANDORA: Remove unused includeThierry Crozat
The use of DoubleBufferSDLMixerManager in the OpenPandora backend was removed in commit b157269 but the include for it was left behind.
2017-09-12GPH: Remove unused includeThierry Crozat
The use of DoubleBufferSDLMixerManager in the GPH backend was removed in commit 3b6398c but the include for it was left behind.
2017-09-12MACOSX: Remove mixer init from derived class for macosx backendThierry Crozat
Since the macosx backend now does the same as the base SDL backend we can just let the base class do its stuff.
2017-09-12I18N: Update translations templatesThierry Crozat
2017-09-12PEGASUS: Don't do virtual calls when fading the screenBastien Bouclet
For better performance.
2017-09-12PEGASUS: Free the interface data when destroying the engineBastien Bouclet
Fixes loading a game from the launcher after returning to the launcher.
2017-09-12PEGASUS: Disallow loading / saving from the GMM from inner loopsBastien Bouclet
InputDeviceManager::pumpEvents is called from neighborhood classes that are destroyed when loading. Don't allow loading from that method to prevent use after free bugs.
2017-09-12PEGASUS: Ignore events occuring while the GUI is visibleBastien Bouclet
Otherwise, pressing escape to close the GMM opens the game's own menu.
2017-09-12PEGASUS: Reset the Pegasus biochip when toggling the shared screen spaceBastien Bouclet
Fixes a crash to debugger in the following case: - TSA: Select he Pegasus biochip. The recall button is disabled. - Select the gas canister in the inventory - Jump to Norad VI - Press T to show the Pegasus biochip. The recall button is still incorrectly disabled. Clicking on it triggers an error.
2017-09-12PEGASUS: Call OSystem::updateScreen on each frameBastien Bouclet
Fixes the display of OSD information when toggling fullscreen.
2017-09-12I18N: Update translations templatesThierry Crozat
2017-09-12SDL: Stop using double buffering mixer on macOSColin Snover
This mixer type was added in 943b4c2036002454b276e0190dfc2c8919fb0cbf because "anything which produces sampled data with high latency (like the MT-32 emulator) will sound terribly", but as far as I can see (or reproduce), this mixer doesn't do anything that would solve that problem, except that it effectively doubles the size of the audio buffer so there's less chance of an underflow due to slower-than-realtime synthesis by the softsynth. But you don't need the overhead of a separate thread to do that, you just need to increase the buffer size.
2017-09-12SDL: Fix DoubleBufferSDLMixerManager doubling audio latencyColin Snover
If it turns out that everything that had previously been fixed by this manager is broken by this change, everything that had been fixed probably could have been fixed by just increasing the audio buffer size in SdlMixerManager. :\
2017-09-12SDL: Reduce audio playback latencyColin Snover
The previous default buffer size of 4096 samples for 44kHz mixer would add up to 93ms of audio latency, which is fine for early adventure games, but this is significantly more latency than is acceptable for games with full motion video. For these games, the latency needs to be kept within roughly +15ms and -45ms of video frame presentation to avoid lip sync problems. With this change, the default audio buffer size is calculated to be 1024 samples at 44kHz (which happens to match what DOSBox uses). There is a possibility that the reduced latency may cause issues that did not previously exist with things like the MT-32 emulator, where a larger buffer size allowed for a larger window where high-complexity synthesis that could not be generated in realtime could be balanced out by low-complexity synthesis that could be generated faster than realtime. In this case, rather than increasing the system mixer buffer size again, please move the MT-32 emulator into its own thread and give it its own larger ring buffer into which it can generate more sample data in advance, independently from the rest of the audio system. For other systems where this buffer size reduction might cause a problem with audio drop-outs, a new audio_buffer_size configuration option has been added to allow users to tweak the audio buffer size to match their machine's ability to generate audio samples. Fixes Trac#10033. Also improves playback of samples in SCI that were programmed to restart across several consecutive frames, relying on lower audio latency in the original engine for this to not sound bad, like the hopping sound at the start of chapter 1 of KQ7, and the sound of turning on the power in the digger train in the Lighthouse volcano.
2017-09-12GUI: Remove mostly-broken audio output sample rate controlColin Snover
Removing this GUI control was suggested as far back as 2011 at <http://lists.scummvm.org/pipermail/scummvm-devel/2011-November/010416.html>. There were no objections, but it was never removed. When working on audio latency bugs, I independently rediscovered that the GUI option was broken: the per-game options would *never* work, and the option would not take effect until ScummVM was restarted because there is no API for interacting with the backend audio mixer. So now, it is finally gone. Primarily for the sake of future troubleshooting, configurability of the audio sample frequency within SdlMixerManager is maintained for the moment, but now users will need to edit their ScummVM configuration file manually to change it.
2017-09-12SDL: Fix compilation on PSP2Colin Snover
2017-09-12I18N: Update translations templatesThierry Crozat
2017-09-12SCI32: Improve chance of rendering non-8bpp AVIsColin Snover
OpenGL backends don't always support the pixel format that is returned by the Indeo 3 decoder when playing the GK2A.AVI from the GK2 demo. If this happens, use the backend's preferred pixel format and convert in software. If a backend doesn't support any 16-bit or 32-bit format, the playback code will error out. This is probably fine, since there are not really any of those any more. Fixes Trac#9994.
2017-09-12SDL: List supported 32bpp pixel formats when using SDL2Colin Snover
_hwscreen is always initialized to 16bpp so the supported 32bpp pixel formats would never be put into the list of supported pixel formats, making it useless for engines to query for usable 32bpp pixel formats. This patch changes things so that the native desktop pixel format is at the top of the supported formats list, and all pixel formats <= the default desktop pixel format will now show up in the list of supported formats. ("Supported" is somewhat of a misnomer here since there is no hardware querying beyond checking the default desktop pixel format. SDL generally accepts a wide variety of pixel formats and tries to convert them to whatever the hardware supports.)
2017-09-12SLUDGE: Use Mod/Xm/S3m decoder in SludgeSimei Yin
2017-09-12SCI32: Fix wrong open folder/doc icons in Phant2 computer on first renderColin Snover
This fixes flickering icons during the word hallucinations.
2017-09-12SCI32: Fix bad positioning of text in Phant2 computer on first renderColin Snover
This fixes the glitchy positioning during the word hallucinations. Fixes Trac#10036.