Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
Engines should only have to call one set of functions and not decide between the two. In fact, the 'emulation' API was documented to just call the 'real CD' API.
|
|
|
|
The original check broke if either DOTT or MM had a trailing path
separator in the game path. The new check is too broad, but the risk of
false positives should be minimal.
The one in e11a370fe45aa96d240ff5f10e7263fdfc02bb01 would break if one
of the two had a separator, but not both.
|
|
This reverts commit e11a370fe45aa96d240ff5f10e7263fdfc02bb01.
|
|
It turns out that in some versions of ScummVM, paths end with a
directory separator, while in others they don't. This should handle
both cases, I hope. (It's a bit tricky for me to test.)
|
|
|
|
|
|
It's the key, not the gameid, that is the proper target name. In
my case, the key for that version of MM had the target name
"maniac-old" and gameid "maniac" (can you tell I've messed around
with this file a bit on my own?), so it tried to use "maniac" as
the target, which happened to be the target name for the enhanced
version instead.
|
|
This makes it possible to override the detection of Maniac Mansion
when starting the Day of the Tentacle easter egg. There is no GUI
for setting this, no error handling, and setting it to Day of the
Tentacle itself is probably a bad idea...
|
|
This replaces the somewhat ugly use of the config manager to store
the chained games.
|
|
Instead of returning to the launcher, a game may now specify a list
of "chained" games and optional save slots. The first game is popped
from the list and started. Quitting still quits the entire ScummVM.
It seemed like the sensible thing to do.
|
|
|
|
|
|
This also makes sure that all extra needed detection data for the Steam
releases is located inside detection.cpp.
|
|
Many Thanks to Ben Castricum for the original patch
|
|
This required a small amount of extra code changes to ensure that
_debugMode is kept in sync when the debugger is used to change the
level.
|
|
|
|
RFC: Make HE games use the target name in all save files
|
|
Rename "player" directory to "players", and reintroduce the "player_"
file prefix. This has been done after sev's request.
"players/player_foo.*" is more descriptive, and avoids potential name
clashes in libraries
|
|
There are 34 player .cpp/.h player files, so they have been placed in
their own directory, to logically separate them from the rest of the
engine
|
|
This makes HE follow the ScummVM convention of using the target name everywhere. It also fixes having more than one team in both soccer and football.
Loading old saves will still work and they will be tried if the newer save names are not found.
|
|
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.
|
|
"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
|
|
For consistency with NUM_SCRIPT_SLOT.
|
|
The initializeLocals() function assumes that it can copy 25
elements when being provided an array of values. But this array
was frequently a lot smaller than that. I've introduced a constant
for the number of locals (though VirtualMachineState has one more
for some reason), and fixed the array sizes in a number of places.
CID 1003951, 1003952, 1003953, 1003955, 1003956, 1003959, 1003960,
1003961, 1003963, 100394, 1003965
|
|
SCUMM: Add support for Macintosh music in Monkey Island 1 and Loom
|
|
Apparently we cannot (portably) call virtual functions from the
constructor, so initialization has been moved to a separate function.
|
|
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.
|
|
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.
|
|
This is an initial implementation and does not implement the differences
in voice allocation.
|
|
Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
|
|
Shouldn't be used with MI1
|
|
|
|
Formerly it wasn't used when the user selected a MIDI output in the options.
Thanks to clone2727 for noticing.
|
|
This is a initial RE of the audio output Monkey Island 2 Mac uses. Support
for special sound effects is not in there yet.
|
|
setting, fixes changing subtitles via ScummVM.
|
|
versions
In addition some routines (e.g. the gfx ones) that are even used in v1.
|
|
|
|
Shorten the timer delay does not work as escaping with a second kid is not possible too. Instead decrease engine speed during script execution.
|
|
|
|
- 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)"
|
|
- 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
|
|
|
|
- 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
|
|
_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()
|
|
It is in spirit of the DOS version's selection dialog, but it has the
description above the buttons instead of below it.
|