Age | Commit message (Collapse) | Author |
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The original engine skipped the first 32 and last 32 bytes of the
data when playing a sound. We did not do it in ScummVM which
resulted in noise at the start and/or end of some speech. This
was most noticeable with Spanish speech but also occurred
occasionally with English speech.
This fixes bug #7120 Drascula: Audio noise before every voice in
the game
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version
This simplifies the code and bring it closer to the original source code.
This should help if we need to debug issues in the future.
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This was a regression from commit fa3d3e3 and this fixes part of
bug #7113 DRASCULA: Serious sprite glitches.
The original uses extraSurface to draw text in draw_abc() in the
Spanish version while other languages use tableSurface. But in
ScummVM this was changed to use tableSurface for all languages.
However this caused an issue in chapter 6 when displaying the
inventory has it is also using tableSurface, as it was for all languages
in the original. While using the same surface works for other
languages, in the Spanish version we get the wrong background in
the inventory.
Rather than revert to using extraSurface for drawing text which is
a big change and impact all the chapters, I have opted to simply
swap the usage of the tableSurface and extraSurface in chapter 6
for the Spanish version compared to the original engine. The
changes therefore only impact chapter 6 and only the Spanish
version. I played the chapter in full to check that it indeed works
without causing adverse effects.
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Engines should only have to call one set of functions and not decide between the two. In fact, the 'emulation' API was documented to just call the 'real CD' API.
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This removes the superfluous talkHeight, talkWidth and timeDiff
variables. It also changes _loadedDifferentChapter to be a boolean
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This also adds two TODOs to playFile, which are related to how the sound data
size is calculated.
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Also, remove two engines not using VOC from voc.h header.
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Some backends may break as I only compiled SDL
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svn-id: r55850
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A memory leakage was traced down to a failure to call the engine destructor.
This was due to the engine directly calling OSystem quit() i.e. _system->quit(), rather than
just allowing engine::run() to return.
Have removed this code and implemented the changes required to allow graceful Quit/RTL to occur.
svn-id: r55583
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svn-id: r54148
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svn-id: r49678
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- Removed AudioCDManager Singleton, and changed code for using AudioCDManager in OSystem.
- Added initialization code for new AudioCDManager in BaseBackend and OSystem_SDL.
svn-id: r49548
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svn-id: r48637
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svn-id: r48001
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svn-id: r48000
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the same interface itself. The caller is now responsible for
deleting the returned streams.
svn-id: r47994
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svn-id: r47716
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sound/decoders/
svn-id: r47579
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svn-id: r47492
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svn-id: r47395
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svn-id: r47377
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Also fix several recently introduced new/delete vs. malloc/free mismatches.
svn-id: r47369
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svn-id: r40476
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svn-id: r38183
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svn-id: r34676
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- Allowed to disable subtitles from options dialogs including RTL.
svn-id: r34675
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svn-id: r34674
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- Moved grr() to talk.cpp
- Removed the unnecessary parameter length from isTalkFinished()
svn-id: r34577
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3.als. Fixes bug #2111815 - "DRASCULA: Voice delayed"
svn-id: r34571
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the game itself (this means that there might be regressions where the cursor is visible when it shouldn't be)
- Removed the textSurface pointer, which was used in the Spanish version. Non-Spanish versions of the game hold the font data in the tableSurface buffer (which contains picture 96). The font data for Spanish versions is in picture 974. Now both versions load their font data from the tableSurface buffer
- hay_que_load -> loadedDifferentChapter
- Merged withoutVerb() and selectVerb()
This is a big change, it might lead to regressions!
svn-id: r34488
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verify that this matches the original behaviour, but at least it's better now.
svn-id: r33558
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svn-id: r32599
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