aboutsummaryrefslogtreecommitdiff
path: root/engines/scumm
AgeCommit message (Collapse)Author
2010-10-10LOOM PC-Engine: fix mouse cursorFlorian Kagerer
svn-id: r53117
2010-10-10LOOM PC-Engine: fix regressionFlorian Kagerer
svn-id: r53113
2010-10-09SCUMM/FM-TOWNS: minor fix for sfx codeFlorian Kagerer
svn-id: r53103
2010-10-09SCUMM/FM-TOWNS: cleanup sfx codeFlorian Kagerer
svn-id: r53095
2010-10-08SCUMM/FM-TOWNS: fixed threading issue in sfx codeFlorian Kagerer
svn-id: r53074
2010-10-08SCUMM/FM-TOWNS: fixed possible invalid mem access in sfx codeFlorian Kagerer
svn-id: r53073
2010-10-07SCUMM/FM-TOWNS: minor change in sfx codeFlorian Kagerer
svn-id: r53061
2010-10-07SCUMM: Silenced signed/unsigned warnings, removed unused variableFilippos Karapetis
svn-id: r53055
2010-10-07SCUMM/FM-TOWNS: cleanupFlorian Kagerer
svn-id: r53053
2010-10-07SCUMM/FM-TOWNS: improved sfx support for indy4 and monkey2Florian Kagerer
svn-id: r53052
2010-10-05SCUMM/FM-TOWNS: disable new graphics code in DS portFlorian Kagerer
svn-id: r53033
2010-10-04SCUMM/FM-TOWNS: cleanupFlorian Kagerer
svn-id: r53016
2010-10-03SCUMM/FM-TOWNS: cleanupFlorian Kagerer
svn-id: r53000
2010-10-03SCUMM/FM-TOWNS: fix mouse cursor colorsFlorian Kagerer
svn-id: r52999
2010-10-03SCUMM/FM-TOWNS: improve merging of graphics layersFlorian Kagerer
svn-id: r52995
2010-10-03SCUMM/FM-TOWNS: fix drawBox()Florian Kagerer
svn-id: r52991
2010-10-02INDY3/FM-TOWNS: fix intro graphics bugFlorian Kagerer
svn-id: r52987
2010-10-02SCUMM: update scumm-md5.txtFlorian Kagerer
svn-id: r52981
2010-10-02SCUMM/FM-Towns: limit SCUMM 5 games to 16 bit graphics modeFlorian Kagerer
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
2010-10-01SCUMM/FM-TOWNS: fix palette and other graphics issuesFlorian Kagerer
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
2010-09-25SCUMM: Fix bug #3052804 by reverting NES-specific screen width hackEugene Sandulenko
svn-id: r52891
2010-09-18SCUMM: Remove unused code, which was replaced by ScummEngine_v0::runObject ↵Travis Howell
in revision 42737. svn-id: r52798
2010-09-18SCUMM: Fix bug #3070077 - MMC64: No music when Syd plays the piano.Travis Howell
svn-id: r52796
2010-09-18SCUMM: minor cleanupFlorian Kagerer
svn-id: r52792
2010-09-18JANITORIAL: Removed most punctuation at end of warning() and error()Torbjörn Andersson
Our warning() and error() functions always add an exclamation mark to the end of the message anyway. svn-id: r52791
2010-09-17SOUND: Move CMS emulator to sound/softsynth.Johannes Schickel
svn-id: r52778
2010-09-15I18N: Add translation for load/save success or failure messagesThierry Crozat
Also improve and update the french translation. svn-id: r52740
2010-09-13SCUMM: Fix for bug #3064655 "Restart with F8 key not working properly".Johannes Schickel
svn-id: r52715
2010-09-04SCUMM: Patch #3059327Eugene Sandulenko
Patch #3059327: "Remove untrue "not yet implemented" from inventory controls" svn-id: r52530
2010-08-25SCUMM: Fix bug #3039004Eugene Sandulenko
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
2010-08-25SCUMM: Fix bug #3032758: "SCUMM: Mute setting does not work"Eugene Sandulenko
svn-id: r52372
2010-08-25SCUMM: Fix bug #3049323Eugene Sandulenko
Bug #3049323: "SCUMM: Detects games in wrong places". I must admit: A seriously stupid bug. svn-id: r52370
2010-08-25SCUMM: Implement keyboard-driven inventory scrolling in v2Eugene Sandulenko
Bug #2828383: "ZAK V2: no inventory keyboard shortcuts". svn-id: r52366
2010-08-25SCUMM: Fix bug #2702847 - PUTTZOO: Graphic glitches on dancing penguin.Travis Howell
svn-id: r52363
2010-08-24SCUMM: Change palette for C64 games.Eugene Sandulenko
Based on bugreport #2847001: "SCUMM v0: Wrong palette colors". Old palette is #ifdef'ed for reference. svn-id: r52330
2010-08-23SCUMM: cleanupMax Horn
svn-id: r52295
2010-08-22SCUMM: fix CD audio regression in Monkey Island 1 DOS/CDFlorian Kagerer
svn-id: r52287
2010-08-20SCUMM/TOWNS: fix minor bugsFlorian Kagerer
svn-id: r52234
2010-08-20KYRA/TOWNS: fix memory leak and some cleanupFlorian Kagerer
svn-id: r52232
2010-08-18SCUMM/FM-TOWNS: start rewriting audio codeFlorian Kagerer
- 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
2010-08-17SCUMM: Fix warning. On WinCE HIBYTE and LOBYTE are already defined.Eugene Sandulenko
svn-id: r52151
2010-08-16SCUMM: More finely differentiate opcode tables between v3, v4 and v5Max Horn
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
2010-08-16SCUMM: Move setResult/getResultPos to script_v5.cppMax Horn
svn-id: r52129
2010-08-15SCUMM: Fix bug #3024173 - LOOM-PCE: Music stops prematurelyTorbjörn Andersson
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
2010-08-11GUI: add music devices for c64, amiga and apple II gsFlorian Kagerer
These devices are not able to create appropriate drivers. The only purpose for now is having proper gui options and flags and music types for the device detector. The corresponding GUIO flags for the new devices have been added, too. svn-id: r51995
2010-08-11SCUMM: Re-enabled PCjr music for some more gamesTorbjörn Andersson
At this point, there's little point in doing them one game at a time. Re-enable PCjr music for old Monkey Island, and for the Passport to Adventure demo. Again, I don't have all the relevant versions to test myself, so keep an eye out for regressions. At this point, only the Apple II and C64 versions of Maniac Mansion have the MDT_PCSPK flag, but not the MDT_PCJR flag. I don't know a thing about these versions, so I'm leaving them well enough alone. svn-id: r51990
2010-08-11SCUMM: Re-enable PCjr music for EGA Loom.Torbjörn Andersson
svn-id: r51989
2010-08-11SCUMM: Re-enable PCjr music for Indy 3Torbjörn Andersson
Apart from adding the necessary detector flags, in cases where we used to only check for PC Speaker we now also need to check for PCjr. Note that I have only tested this with the VGA version. And even with that one, I've only given it the briefest of tests. svn-id: r51988
2010-08-11SCUMM: Add missing case in sound initialisationTorbjörn Andersson
If the mixer isn't ready, we probably have to check for PCjr as well, so add that case. svn-id: r51987
2010-08-11SCUMM: Add missing "break" in music setupTorbjörn Andersson
This once again makes it possible to select PC Speaker music in Indy 3. svn-id: r51986