Age | Commit message (Collapse) | Author |
|
|
|
|
|
- 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()
|
|
|
|
|
|
MANIAC C64: Bug while getting the stamps from the parcel - ID: 3072094
MMC64: use stamps with envelope - ID: 3095595
|
|
- Now the correct actor name is shown with "give ... to meteor". Formerly the name was "".
- Add actor names that do not have a string assigned
|
|
Sounds are played that fast in fast-mode that the queue gets stuck.
This is just a workaround and only fixes the symptoms. Check the queue handling for a correct fix.
|
|
|
|
BenCastricum/5db023646a8c685469bfe9dc551a282f8240ae04
SCUMM: Use regular detection algorithms for FMTOWNS demos.
|
|
Maniac Mansion.
|
|
|
|
|
|
SCUMM: Added detection for more Dutch HE demos
|
|
The soundKludge() function assumes there are always 8 parameters
for Digital iMUSE script commands.
|
|
|
|
The sound of trickling water in the spider lair is started, but never
explicitly stopped, so it keeps going. (Possibly not forever. When I
tried it in DOSBox, it finally stopped when I got back to the Nexus.)
The same sound effect is used the underwater cavern, and in that case
the exit script does fade out the sound so this workaround emulates
that behaviour.
|
|
|
|
|
|
|
|
|
|
Freddi Fish 3: The Case of the Stolen Conch Shell,
Putt-Putt Joins the Circus,
Pajama Sam 2: Thunder and Lightning Aren't so Frightening
|
|
|
|
|
|
|
|
No class inherits from SampleBuffer, thus it should be safe to do so.
|
|
It is in spirit of the DOS version's selection dialog, but it has the
description above the buttons instead of below it.
|
|
SCUMM: Add Apple-II sound player support
|
|
Seems as if the iphone project files have to be updated separately.
|
|
lower case
|
|
|
|
|
|
|
|
|
|
The AppleII sound player works in two phases: writing samples to the
sample buffer (sample
generation) or reading samples from the buffer and passing it to ScummVM's
output callback.
The sample buffer is read completely in the reading phase so the entries
of the already read samples of the buffer can be reused again during the
next write phase.
|
|
This reduces the needed buffer size for the biggest type4 sound from 170kB to only 2 bytes
|
|
|
|
Sound generation functions are now called incrementally instead of just
once to generate the sound data. This reduces the max. buffer size
from 1.7MB to just ~100KB (piano, sound 50).
|
|
Use fixed precision instead of integral numbers for sample conversion
|
|
- formerly only two sample levels were possible: 32767 or -32767. Now the
speaker states (0/1) between two samples are aggregated by the new
SampleConverter class to allow more accurate sample values between -32767
and 32767.
- the player's state is moved into a separate state struct
|
|
same time
|
|
|
|
(multi channel pcm sounds did not get restored correctly after loading a save file)
|
|
|
|
|
|
(change sizeof check to use int16 instead of Common::Rect)
|
|
(only applies to new save files)
|