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This implements the original AD output and enables it for Indy3 and Loom DOS.
It is not enabled for Monkey Island DOS because it would break multi MIDI
support. However, there are also drawbacks for Indy3. In the catacombs
we were able to play sfx (Indy walking around) and the background music
at once. This was not supported in the original player and thus also does
not work with this reimplementation.
This fixes bug #2027877 "INDY3: Non-Looping Sound Effects".
This fixes bug #1159581 "ADLIB: Adlib Emulation doesn't Respect Volume Settings"
for Indy3 and Loom.
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The Monkey Island and Loom mac music is really quite similar. The
data layout is a bit different, but most of the code was easy to
separate into its own class. The Loom player doesn't do looped music
but I don't remember off-hand if it ever should.
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It turns out that playing the Mac Loom music isn't particularly
different from playing the Monkey Island 1 music, except the data
layout is a bit different and there's no per-note volume.
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This is based on the old Mac0-to-General MIDI conversion that we used
to do (and which this patch removes), as well as the code for playing
the Monkey Island 2 and Fate of Atlantis Macintosh music. I'm not sure
how accurate it is, particularly in tempo and volume, but at this
point it seems to work pretty well. Looping music is perhaps a bit
off, but it was before as well.
There is an annoying drawn out note in the music when you're following
the shopkeeper, but that appears to have been there in the original as
well.
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This is a initial RE of the audio output Monkey Island 2 Mac uses. Support
for special sound effects is not in there yet.
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Seems as if the iphone project files have to be updated separately.
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This is *not* complete yet.
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svn-id: r53830
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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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svn-id: r46143
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svn-id: r46110
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created a class player_v4a to hook TFMX Playback into Scumm. Monkey Island has sound, but no sfx yet
svn-id: r41480
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svn-id: r41282
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svn-id: r40007
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svn-id: r34518
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svn-id: r34060
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svn-id: r31888
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the list of modules to build if USE_ARM_COSTUME_ASM is defined.
svn-id: r30898
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svn-id: r30664
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svn-id: r30121
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svn-id: r30041
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enabled 3DO/DOS/Macintosh versions of early HE games. Adding only the minimum code required for HE70 games.
svn-id: r30011
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svn-id: r28497
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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
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code this time)
svn-id: r27685
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svn-id: r26622
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svn-id: r25856
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svn-id: r24636
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svn-id: r24539
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* 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
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svn-id: r22805
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svn-id: r22384
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svn-id: r21242
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svn-id: r21087
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svn-id: r21038
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svn-id: r20885
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svn-id: r20801
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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
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svn-id: r20696
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and x11 backends; added engines/module.mk
svn-id: r20584
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svn-id: r20582
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