Age | Commit message (Collapse) | Author |
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This is a regression from 77c65648b1db8f8b7b245510681eafd856798d26.
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This eliminates nasty limitation of caping number of flags to 31.
Current code has limitation of 255 flags, though.
Only SCUMM engine is converted, rest do not even compile.
Detection of fan talkie MI is broken as it has to be implemented
differently.
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The game scripts detected Yellow or Red variants based on what binary was present. That could potentially cause problems with a Mac dump in case someone dumped into MacBinary format.
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This is *not* complete yet.
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This includes a renaming of ADObsoleteGameID to Engine::ObsoleteGameID,
and AdvancedDetector::findGameID now is Engines::findGameID.
Doxygen comments were added or improved
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There are subtle differences in their u32 code that we need to handle
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and Windows versions of Backyard Baseball 2001.
svn-id: r53729
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This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).
Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.
This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).
Japanese font drawing hasn’t been improved much yet. This will be a separate task.
svn-id: r52966
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- Start rewriting audio code for FM-TOWNS versions of Loom, Indy3 and Monkey Island 1 using the recently added code in towns_audio.cpp (Zak should work the same way, but I can't test, since I don't own that one).
- All sound types (pcm, euphony and cd audio) now support volume and balance control (e.g. try walking into/out of the kitchen and opening/closing the door in the Scumm Bar in Monkey Island 1 or walking into/out of the circus tent).
- Pcm sounds now support proper loop start/end and note offsets (e.g. try out the hammer sound in the forge in LOOM for example).
- some other minor improvements
- The FM-Towns versions of Indy 4 and Monkey Island 2 are not affected. I don't have Monkey Island 2, but I presume that it will work like Indy 4. Adding support for these will be a separate task, since they work quite differently.
svn-id: r52198
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These devices are not able to create appropriate drivers.
The only purpose for now is having proper gui options and flags and music types for the device detector.
The corresponding GUIO flags for the new devices have been added, too.
svn-id: r51995
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At this point, there's little point in doing them one game at a time.
Re-enable PCjr music for old Monkey Island, and for the Passport to
Adventure demo. Again, I don't have all the relevant versions to test
myself, so keep an eye out for regressions.
At this point, only the Apple II and C64 versions of Maniac Mansion
have the MDT_PCSPK flag, but not the MDT_PCJR flag. I don't know a
thing about these versions, so I'm leaving them well enough alone.
svn-id: r51990
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svn-id: r51989
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Apart from adding the necessary detector flags, in cases where we used
to only check for PC Speaker we now also need to check for PCjr. Note
that I have only tested this with the VGA version. And even with that
one, I've only given it the briefest of tests.
svn-id: r51988
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enable PCJR sound for Maniac Mansion v1 and v1 and Zak McKracken v1 and v2.
svn-id: r51983
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select MDT_PREFER_MT32 or MDT_PREFER_GM
svn-id: r50288
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svn-id: r50128
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The code was compied from AdvancedDetector. Currently it is
set up to detect Mac indy3/loom which contains it data in
Rooms 1, Roooms 2 and Rooms 3 directories.
svn-id: r49798
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I added NES bundle handling to the patch.
svn-id: r48991
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language
svn-id: r48645
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svn-id: r48499
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svn-id: r48489
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svn-id: r48123
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svn-id: r48112
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different values.
svn-id: r47562
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svn-id: r47531
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svn-id: r45393
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version of Loom, with minor changes.
svn-id: r45304
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svn-id: r43816
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svn-id: r43789
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svn-id: r43645
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svn-id: r43630
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guarantee a consistent build.
svn-id: r43604
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svn-id: r43584
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svn-id: r43223
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versions. So all GUI options are still available in fan translations.
svn-id: r42655
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svn-id: r42364
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svn-id: r41282
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svn-id: r41278
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svn-id: r41217
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svn-id: r41133
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svn-id: r40006
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svn-id: r39829
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