Age | Commit message (Collapse) | Author |
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to save-games, Bump the SaveGame Version number, remove obsolete V0 code in V2 functions
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This makes sure that the currently playing music and sfx are resumed when
loading a save game.
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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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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...
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This also increases the savegame version, since it introduces a new
Instrument subclass.
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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)
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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.
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Previous versions 89-92 are merged into version 89.
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after the setDirection call
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(only applies to new save files)
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FM-TOWNS games
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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.
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svn-id: r53842
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svn-id: r53052
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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: r43421
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Fixes bug #2828417: Zak V2: inventory position isn't reset when loading.
svn-id: r42870
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svn-id: r42737
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svn-id: r36274
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- remove obsolete mixerStreamRunning track variable
svn-id: r35801
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"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
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svn-id: r33606
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Regressions possible.
svn-id: r33552
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svn-id: r30722
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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saved during a dialogue"
svn-id: r26987
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svn-id: r26947
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function in order to match the original V8 interpreter. This should fix bugs #1036707 and #1662610 (subtitles word wrapping issues).
svn-id: r26516
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svn-id: r26044
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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
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character coordinates internally, not pixel coordinates. This should fix some walk bugs, but also might cause some regressions. Watch out
svn-id: r25370
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we use the correct font for verbs in COMI, with the correct spacing
svn-id: r25249
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svn-id: r25040
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svn-id: r22793
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glitches in Buzzy games
svn-id: r21460
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to be saved
svn-id: r21456
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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
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states when restoring saved game, in HE games.
svn-id: r20689
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svn-id: r20582
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