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2011-08-17SCUMM: Split HE logic classes to their own filesMatthew Hoops
2011-07-08SCUMM: Initial PC Speaker output implementation for SCUMM v5.Johannes Schickel
This is *not* complete yet.
2010-10-25SCUMM: Move shared code of Player_V2 & Player_V2CMS to new common base classMax Horn
svn-id: r53830
2010-10-01SCUMM/FM-TOWNS: fix palette and other graphics issuesFlorian Kagerer
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
2010-08-18SCUMM/FM-TOWNS: start rewriting audio codeFlorian Kagerer
- 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
2009-11-26Add patch #2839048 - MM C64 sound/music player, with minor changes.Travis Howell
svn-id: r46143
2009-11-23Add patch #2898231 - LOOM: Sound player for PC-Engine.Travis Howell
svn-id: r46110
2009-06-12Removed alot of the debug-outputNorbert Lange
created a class player_v4a to hook TFMX Playback into Scumm. Monkey Island has sound, but no sfx yet svn-id: r41480
2009-06-06Patch #1365914: "SCUMM: CMS support." Disabled by default. Still plenty to do.Eugene Sandulenko
svn-id: r41282
2009-04-19SCUMM: Added stubs for V3 & V4 opcode tablesMax Horn
svn-id: r40007
2008-09-13SCUMM: Got rid of class ChunkMax Horn
svn-id: r34518
2008-08-20Cleanup of thumbnail saving/loading code.Johannes Schickel
svn-id: r34060
2008-05-06Allow static and dynamic plugins to be used at the same timeJordi Vilalta Prat
svn-id: r31888
2008-02-17Yet another missing change from the proc3 ARM code stuff; add proc3ARM.o toRobin Watts
the list of modules to build if USE_ARM_COSTUME_ASM is defined. svn-id: r30898
2008-01-27Removed trailing spaces.Jordi Vilalta Prat
svn-id: r30664
2008-01-01Split out charset font data for easier maintenanceEugene Sandulenko
svn-id: r30121
2007-12-28Patch #1858158: BUILD: Plugin building cleanupEugene Sandulenko
svn-id: r30041
2007-12-27Enable Windows version of early HE games by default, to match already ↵Travis Howell
enabled 3DO/DOS/Macintosh versions of early HE games. Adding only the minimum code required for HE70 games. svn-id: r30011
2007-08-08Put ScummNESFile class into separate file.Eugene Sandulenko
svn-id: r28497
2007-07-10This commit adds a new build define USE_ARM_GFX_ASM (and sets it for the WinCERobin Watts
and DS builds). This causes the scumm engines graphics code to call ARM routines to do drawStripToScreen and copy8col. These routines were originally written for the DS port, and have now been made available to any other ARM device out there that wants them. I've tested this change on WinCE, but can't test it on the DS as I don't have one. We know that the routines work there though. svn-id: r28016
2007-06-24added arm assembly from patch #1742112 for codec47. (and really build arm ↵Paweł Kołodziejski
code this time) svn-id: r27685
2007-04-27Renamed plugin.cpp to detection.cpp in all enginesMax Horn
svn-id: r26622
2007-02-25Rename C64 file to V0 as well.Eugene Sandulenko
svn-id: r25856
2006-11-06Add support for HE CUP demos based on cyx's standalone player.Eugene Sandulenko
svn-id: r24636
2006-10-27Oops, forgot to check in engines/scumm/module.mkMax Horn
svn-id: r24539
2006-06-24* Renamed config.mak to config.mkMax Horn
* Renamed common.rules to rules.mk * Removed explicit declaration of MODULE_DIRS in various spots (instead we let rules.mk compute it) svn-id: r23275
2006-05-31Small correction, added space between filename and new line.Lars Persson
svn-id: r22805
2006-05-08Add initial DXA support for HE gamesTravis Howell
svn-id: r22384
2006-03-12Updated for Jamieson630's latest iMUSE changes.Torbjörn Andersson
svn-id: r21242
2006-03-05Update, to add new imuse fileTravis Howell
svn-id: r21087
2006-03-03Moved ScummFile etc. to the new file.cpp / file.hMax Horn
svn-id: r21038
2006-02-25Moved the plugin interface code of the SCUMM engine into a separate source fileMax Horn
svn-id: r20885
2006-02-20Moved iMUSE code to the new directory engines/scumm/imuse/Max Horn
svn-id: r20801
2006-02-15o Renamed script_v6he.cpp and script_v7he.cpp to script_v60he.cpp andEugene Sandulenko
script_v70he.cpp respectively since we use 2 digits for HE versioning. o Also renamed resource_v7he.* to resource_he.* because it is actually not HE70-specific but is used by all HE70+ titles. svn-id: r20703
2006-02-15Moved all he-specific source files to engines/scumm/he/ subdirectoryEugene Sandulenko
svn-id: r20696
2006-02-12Reduced data duplication in module.mk files; added module.mk files for null ↵Max Horn
and x11 backends; added engines/module.mk svn-id: r20584
2006-02-11Moved engines to the new engines/ directoryMax Horn
svn-id: r20582