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2016-07-19SCUMM: Maniac V0: Implement original walkbox queue, Cleanup actor walk codeRobert Crossfield
2014-12-02SCUMM: Maniac V0: Correctly handle 'slanted' walk-boxes, Add new variables ↵Robert Crossfield
to save-games, Bump the SaveGame Version number, remove obsolete V0 code in V2 functions
2014-06-04SCUMM: Save/load music/sfx data in AD player.Johannes Schickel
This makes sure that the currently playing music and sfx are resumed when loading a save game.
2014-02-18SCUMM: Make GPL headers consistent in themselves.Johannes Schickel
2013-07-24SCUMM: Implement original AD AdLib output.Johannes Schickel
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.
2013-01-09SCUMM: Silence C++11 narrowing warnings.Johannes Schickel
2012-11-15SCUMM: Save/load Mac music engine state for Loom and MI1Torbjörn Andersson
Note that while this removes _townsPlayer->saveLoadWithSerializer(s) it really shouldn't break anything because _musicEngine also points to the FM Towns player. Famous last words...
2012-09-20SCUMM: Implement support for special sfx in MI2 Mac.Johannes Schickel
This also increases the savegame version, since it introduces a new Instrument subclass.
2012-02-15JANITORIAL: Fix missing whitespace in pointer castTarek Soliman
find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g' This seems to have caught some params as well which is not undesirable IMO. It also caught some strings containing this which is undesirable so I excluded them manually. (engines/sci/engine/kernel_tables.h)
2012-02-11Revert "SCUMM: revert savegame version to 89"Willem Jan Palenstijn
This reverts commit 65fc7225bb31e72120dcdf16e91ae377c657548d. Increasing the savegame version on a branch and then decreasing it again leads to problems with loading current savegames in old commits during a bisect.
2012-02-11SCUMM: revert savegame version to 89Tobias Gunkel
Previous versions 89-92 are merged into version 89.
2012-02-11SCUMM: save complete v0 state and initialize actors correctlyTobias Gunkel
2012-02-11SCUMM: forward savegame version is needed due to previous savegame changes)Tobias Gunkel
2012-02-11SCUMM: fix for old savegamesTobias Gunkel
2012-02-11SCUMM: Save the new variables, move the setting of the unknown variable to ↵segrax
after the setDirection call
2011-11-24SCUMM: make FM-Towns save files compatible between DS and other platformsathrxx
(only applies to new save files)
2011-11-01SCUMM: fix save file incompatibility between DS and other ports for non ↵athrxx
FM-TOWNS games
2011-08-27SCUMM: Also save first used color beyond 80 in Indy4 Amiga palette.Johannes Schickel
2011-08-26SCUMM: Save Indy4 Amiga specific palettes like the original did.Johannes Schickel
For older saves I added a warning and a fallback which tries to setup everything correctly. This might cause some issues, but should hopefully be just fine.
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-04-28JANITORIAL: Format forward declarations to follow conventionOri Avtalion
2010-10-26SCUMM: Add alternative version of patch #3094717 - MMC64: save actor state.Travis Howell
svn-id: r53842
2010-10-07SCUMM/FM-TOWNS: improved sfx support for indy4 and monkey2Florian Kagerer
svn-id: r53052
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
2009-08-16Update branch specific save game changes, to prevent conflicts.Travis Howell
svn-id: r43421
2009-07-28SCUMM: Moved _inventoryOffset to ScummEngine_v2 and save it.Max Horn
Fixes bug #2828417: Zak V2: inventory position isn't reset when loading. svn-id: r42870
2009-07-25Add patch #2821100 - MM C64 Objects / Verb fixes, with minor clean up applied.Travis Howell
svn-id: r42737
2009-02-11Restore correct camera values for old saves games of FT, Dig, and COMI.Travis Howell
svn-id: r36274
2009-01-10- added initial radio chatter sfx, still not fully correctPaweł Kołodziejski
- remove obsolete mixerStreamRunning track variable svn-id: r35801
2008-08-20- Committed Max' compressed save backseeking support from patch #2050337 ↵Johannes Schickel
"KYRA/SCUMM: Thumbnail support/improvement" - Extended SCUMM engine to support savegames without thumbnail header. (Increased savegame version to prevent saves to be loaded from older ScummVM versions) - Fixed KYRA to properly support savegames without thumbnail header. svn-id: r34054
2008-08-04Turned InSaveFile & OutSaveFile into simple typedefsMax Horn
svn-id: r33606
2008-08-02Fix for bug #1945335: "SCUMM: Invalid charset id can be stored".Eugene Sandulenko
Regressions possible. svn-id: r33552
2008-02-01Change InSaveFile -> SeekableReadStream where possibleMax Horn
svn-id: r30722
2007-05-30Updated legal headers in source files, based on what Pidgin (the IM client ↵Max Horn
formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots svn-id: r27024
2007-05-28Improved version of patch to fix bug #1722153: "FT: Error on loading a game ↵Eugene Sandulenko
saved during a dialogue" svn-id: r26987
2007-05-26Patch from bug #1722153: "FT: Error on loading a game saved during a dialogue"Eugene Sandulenko
svn-id: r26947
2007-04-15Added code for decodeParseString.SO_PRINT_WRAP and rewrote the CHARSET_1 ↵Gregory Montoir
function in order to match the original V8 interpreter. This should fix bugs #1036707 and #1662610 (subtitles word wrapping issues). svn-id: r26516
2007-03-09Removing some unnecessary #includesMax Horn
svn-id: r26044
2007-02-19Use consistent naming for the preprocessor constants used to guarantee thatTorbjörn Andersson
header files are only included once. Many of them didn't have a SCUMM prefix which could have lead to clashes with common header files. svn-id: r25727
2007-02-04Rewrote the actor walk code for SCUMM V0-V2 games: Now it uses the C64 ↵Max Horn
character coordinates internally, not pixel coordinates. This should fix some walk bugs, but also might cause some regressions. Watch out svn-id: r25370
2007-01-28Partial fix for bug #1036707 (made by cyx): Get rid of _verbCharset, so that ↵Max Horn
we use the correct font for verbs in COMI, with the correct spacing svn-id: r25249
2007-01-06Updated POD explanation linkMax Horn
svn-id: r25040
2006-05-31Add patch for bug #1452272 - COMI: Verb strings aren't wrappedTravis Howell
svn-id: r22793
2006-03-26Increase size of _charsetData to 16 * 23 for HE games, fixes subtitle color ↵Travis Howell
glitches in Buzzy games svn-id: r21460
2006-03-26Reduce size of saved games for HE games, music/speech resources don't need ↵Travis Howell
to be saved svn-id: r21456
2006-02-20Use ptrdiff_t from stddef.h for our offsetof-clone (this should reduce ↵Max Horn
warnings on e.g. the PS2, but may cause problems on systems that are missing this type/header. Please contact me if this causes problems on your port) svn-id: r20793
2006-02-14Add extra costume tables (Used by HE games) to saved game. Fixes weird actor ↵Travis Howell
states when restoring saved game, in HE games. svn-id: r20689
2006-02-11Moved engines to the new engines/ directoryMax Horn
svn-id: r20582