Age | Commit message (Collapse) | Author |
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Formerly it wasn't used when the user selected a MIDI output in the options.
Thanks to clone2727 for noticing.
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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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setting, fixes changing subtitles via ScummVM.
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versions
In addition some routines (e.g. the gfx ones) that are even used in v1.
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Shorten the timer delay does not work as escaping with a second kid is not possible too. Instead decrease engine speed during script execution.
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- getVerbEntrypoint() should not handle walk-to differently (revert 0x0D handling back to original behavior)
- VAR_ACTIVE_ACTOR actually is VAR_ACTIVE_OBJECT2
- runSentenceScript(): "if (_cmdVerb == kVerbWalkTo)" must be "if (_cmdVerb != kVerbWalkTo)"
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- MM C64 uses command stack (SentenceTab, doSentence()) now
- _cmdObject... added for current SentenceTab. The _active... variables are only used to build a sentence in the inventory but never by a script.
-> many routines are not needed anymore and are removed
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- removed complicated and unnecessary _v0ObjectIndex, _v0ObjectInInventory, _v0ObjectFlag vars
- started to merge object id and type into one object value (type<<8|id)
- verb preposition ids do not dependent on language -> remove from VerbSettings
Note:
- objects with type=0 are foreground objects. They have a state, an owner and a bg overlay image.
- objects with type=1 are bg objects. They do not have a state or owner and are already contained in the bg image. The do not have an entry in objectState/OwnerTable
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_activeObject(2)/_activeObject(2)Type
Note: the transition is not completed yet. The code compiles but is probably not runnable as not every occurrence of _activeInventory has been properly replaced.
The usage of _v0ObjectIndex and _v0ObjectInInventory should be revised too and both variables should be replaced by another mechanism (maybe by using a single variable "obj = (type << 8) | id").
- moved v0 only vars _activeInventory, _activeObject, _activeVerb from ScummEngine_v2 to ScummEngine_v0
- removed _activeActor, _activeInvExecute, _activeObject2Inv and _activeInventory. They are handled by _activeObject/_activeObjectType and _activeObject2/_activeObject2Type now.
- removed _activeObject(2)Index as they only bloat the code without any benefit (?)
- merge prep-name tables from ScummEngine_v2::drawPreposition() and ScummEngine_v0::drawSentenceWord() by introducing ScummEngine_v2::drawPreposition()
- rename ObjectData.flags -> obj_type (quick-fix only, needs review! Maybe obj_nr and obj_type can be merged into one var: obj_nr = (obj_type << 8) | obj_nr)
- o_unknown2 is negation of o_ifActiveObject (o_ifNotEqualActiveObject2)
- renamed o_ifActiveObject -> o_ifEqualActiveObject2 as it acts only on _activeObject2
- renamed ScummEngine_v0::drawSentenceWord() -> ScummEngine_v0::getObjectName()
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It is in spirit of the DOS version's selection dialog, but it has the
description above the buttons instead of below it.
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lower case
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This should fix incorrect text colors in some scenes.
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It's much better now and hopefully quite close to the original when it comes
to the music part. The intro music of Loom and Monkey Island 1 EGA sounds fine
to me now at least.
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Discussion can be found here: https://github.com/scummvm/scummvm/pull/54
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Thanks to eriktorbjorn for catching this.
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Albeit the code is marked as a hack inside the source, the original behaved
exaclty the same. If the code is removed the PC Speaker output will miss notes,
since unlike the original we only output to parts, which have an instrument set
up.
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This is *not* complete yet.
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The enum is only used inside the SCUMM engine so it is rather pointless to
keep it in common/util.h right now. Also if we really want it in some common
place it should probably be better in graphics/ too.
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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(regression from 068b4a5351a5574dbfac6acff5776a0071f3f2dd)
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(another attempt to fix SCUMM FM-TOWNS for ANDROID)
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PCE on Android
This mostly reverts 5b7754e3f095eb8a469dd4b7de5a6379f8e13c27. Instead, we try to use other 16bit modes after 555 fails.
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This provides fallback to 8bit color mode for SCUMM3 FM-TOWNS games on platforms which set the USE_RGB_COLOR define even though that color mode is not being fully implemented for that platform.
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Everywhere else the 'OK' button label is all upper case and here was
the only place where it was not (it was 'Ok').
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(This is relevant for cases where the engine errors out early, before certain arrays get initialized).
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This adds an extra detune parameter which is assigned via sysex code 0.
Most tracks don't use this (= assign a value of 0), so it isn't really a
very noticeable feature.
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This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
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properly killed upon restart
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This uncovered at least one potentially serious bug in the inventory
code, which still needs to be investigated and fixed.
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