Age | Commit message (Collapse) | Author |
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svn-id: r53518
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svn-id: r53510
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svn-id: r53484
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svn-id: r53483
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Bug #2952298: "HE (16Bit): Inventory items (Cursors) have wrong color"
This appeared to be generic BE bug. Thanks to jvprat for nailing it down
and providing the patch.
svn-id: r53456
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svn-id: r53196
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svn-id: r53117
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svn-id: r53113
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svn-id: r53103
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svn-id: r53095
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svn-id: r53074
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svn-id: r53073
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svn-id: r53061
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svn-id: r53055
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svn-id: r53053
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svn-id: r53052
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svn-id: r53033
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svn-id: r53016
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svn-id: r53000
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svn-id: r52999
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svn-id: r52995
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svn-id: r52991
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svn-id: r52987
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svn-id: r52981
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8 bit mode makes no sense for these games since colors will be too messed up.
SCUMM 3 games (Indy 3, Loom, Zak) are still supported in 8bit mode.
svn-id: r52977
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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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svn-id: r52891
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in revision 42737.
svn-id: r52798
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svn-id: r52796
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svn-id: r52792
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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svn-id: r52778
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Also improve and update the french translation.
svn-id: r52740
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svn-id: r52715
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Patch #3059327: "Remove untrue "not yet implemented" from inventory controls"
svn-id: r52530
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Bug #3039004: "MANIACNES: Ed does not appear at doorway."
Actually whole thing is a gross hack on top of SCUMM v1.5 hack
with extra wide screen. It all calls for review and writing
specified methods.
svn-id: r52375
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svn-id: r52372
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Bug #3049323: "SCUMM: Detects games in wrong places".
I must admit: A seriously stupid bug.
svn-id: r52370
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Bug #2828383: "ZAK V2: no inventory keyboard shortcuts".
svn-id: r52366
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svn-id: r52363
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Based on bugreport #2847001: "SCUMM v0: Wrong palette colors". Old
palette is #ifdef'ed for reference.
svn-id: r52330
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svn-id: r52295
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svn-id: r52287
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svn-id: r52234
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svn-id: r52232
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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: r52151
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This has been tested and verified as much as I can, but has a small
risk of leading to (easily fixable) regressions.
svn-id: r52130
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svn-id: r52129
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Apparently, the original interpreter hard-coded the lengths of the
audio tracks on the CD, and in this particular case it makes a
difference that one of the tracks is slightly longer on the disc
than the scripts assume it is. Thanks to hennymcc for doing all the
hard work in figuring this out.
svn-id: r52098
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