Age | Commit message (Collapse) | Author |
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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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