Age | Commit message (Collapse) | Author |
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Phant1, PQ:SWAT, GK2, and Phant2 all have different audio maps
and audio volumes on each CD. In order to make this work within
ScummVM, where CDs are never swapped, each RESOURCE.AUD for these
games must be renamed to RESAUD.00x and each RESOURCE.SFX renamed
to RESSFX.00x.
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This provides a complete implementation of kDoAudio through
SCI2.1mid, plus partial implementation of SCI3 features.
Digital audio calls shunted through kDoSound have also been
updated to go through the SCI32 audio mixer, though these shunts
are a bit hacky because the ScummVM implementation of kDoSound
does not currently match how SSCI kDoSound is designed.
It is probably possible in the future to just replace the SCI1.1
audio code (audio.cpp) with the new SCI32 code, since the major
differences seem to be that (1) SCI1.1 only supported one digital
audio playback channel (this is configurable already), (2) it
had extra commands for CD audio playback and queued sample
playback.
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Removed the superfluous initForDetection() function, which was not
updated in commit 2f17ba2b0ab77ef939c21efa04f7aaafccbd0c37 and
caused the fallback detector to crash because of uninitialized
variables
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A single picture in SCI32 is often larger than the 256KiB limit,
meaning that the cache is useless for these games -- which is bad,
because the renderer works directly off raw resource data so it
must be decompressed and in-cache for rendering performance to be
acceptable.
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- Detection works via signatures (couldn't find a better way)
- new kString subcalls were introduced SCI2.1 LATE
- kString now has signatures and is split via subcall table
- kString fix, so that KQ7 doesn't crash, when starting a chapter
- Sci2StringFunctionType removed, because no longer needed
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SCI1 sound resources can have an embedded priority. We now use that by
default, unless an explicit DoSound/SetPriority call overrides it.
Thanks waltervn.
This fixes relative priority of songs in at least PQ3 room 29.
Also increase savegame version to 33.
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This should fix bug #6717 - "SCI fallback detection assert failure"
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This adds MIDI state tracking to allow channels to be temporarily
unmapped and later re-mapped when there are free device channels
available again.
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This contains the sync data in the Windows version of KQ6CD.
Note that currently the sync36 resource is 2 bytes bigger
(it contains 2 bytes from the RAVE resource). Some test code
has also been added to dump the RAVE sync resources
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These were introduced in 4f6d42d.
The odd comment dates back to FreeSCI, as far as our history goes, and
seems to be a leftover from an old refactoring during FreeSCI's history
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- Moved palette color count inside the GfxPalette class
- Enabled all of the kPalette subops for 16 color SCI1 games, apart from
the ones for intensity palette animation, and palette resource loading
- Removed isVGA() and isAmiga32color() methods from the resource manager -
they ended up in having inconsistent code
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Thanks to alexbevi for providing details on the format
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dynamically. Also,
moved some audio-specific resource code inside resource_audio.cpp
This functionality is used by kSetLanguage(), called when switching the language in
MUMG Deluxe from the game's main menu.
svn-id: r55872
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chunk loading code
svn-id: r55866
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svn-id: r54220
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This is a regression from r54155, as we previously ignored the result of
addInternalSources() in the fallback detector
svn-id: r54163
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ScummVM now rejects them properly instead of spewing lots of
unintelligible stuff.
svn-id: r54155
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- Renamed the debug command "resource_size" to "resource_info", as it now provides
the location of where a specified resource is found (i.e. the resource.xxx file, or
the file name itself, if the resource is a patch)
- "duskdump" shows the original location of dumped resources
- loadResource() now shows the location of files that couldn't be loaded
svn-id: r52667
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svn-id: r52666
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svn-id: r52662
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checking, if sound resources are sci0early or late for sci0early games instead of hardcoding lsl2
svn-id: r52514
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ID 7 or 12 should be used. Fixes the GM music in the demo of QFG3, which is using an in-between version of SCI1 and SCI1.1
svn-id: r52211
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And if no scripts are present, but chunk 0 is present, load resources from there. This fixes the Lighthouse SCI2.1 demo.
svn-id: r51696
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svn-id: r51302
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svn-id: r50974
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slightly. We no longer use the number Sierra gives us directly, but use a function to convert to our ResourceType enum based on version. This allows us to read the chunk type from SCI2.1 (a form of script). Also, allow debugging of Mac-specific resources from the console.
svn-id: r50973
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the requested type). Happens e.g. in KQ6 and LSL6
svn-id: r50595
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The final end credits song (resource 699) in kq5 has some channels with invalid offsets, crashing ScummVM before
svn-id: r50339
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svn-id: r50273
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gameIds. Also prints method used, when using debug command "version"
svn-id: r50261
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svn-id: r49913
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svn-id: r49905
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svn-id: r49897
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svn-id: r49849
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svn-id: r49848
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svn-id: r49842
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svn-id: r49841
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svn-id: r49840
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svn-id: r49837
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svn-id: r49836
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svn-id: r49835
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svn-id: r49833
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