Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-09-10 | SCUMM: Fix regression in updated Russian version of Freddi Fish 1. | Kirben | |
2014-08-20 | SCUMM: Add support for quit script in HE90+ games. | Kirben | |
2014-08-20 | SCUMM: Fix Bug #6711- Wrong quit message shown in Pajama Sam Lost and Found. | Kirben | |
2014-08-09 | Merge pull request #484 from wonst719/korean-work | Eugene Sandulenko | |
SCUMM: Improve non-Towns CJK text rendering | |||
2014-08-03 | Fix non-MSVC build | wonst719 | |
2014-07-24 | SCUMM: Refine SMUSH Korean text shadow rendering to match the original ↵ | wonst719 | |
version as close as possible | |||
2014-07-24 | SCUMM: Implement text shadow in Korean COMI | wonst719 | |
2014-07-23 | SCUMM: Fix Korean/Taiwanese text line break in The DIG | wonst719 | |
2014-07-23 | SCUMM: Fix text shadow in The DIG Korean. | wonst719 | |
2014-07-23 | SCUMM: Fix non-Towns CJK text rendering | wonst719 | |
2014-07-23 | SCUMM: Fix Ctrl+t key code combination to affect speech mode. | Johannes Schickel | |
Formerly, the key code combination didn't unmute speech at all. | |||
2014-07-23 | SCUMM: Make sure digital SFX are played even when speech is muted. | Johannes Schickel | |
This makes sure that digital SFX are started even when speech is muted (when using subtitles only mode). This is, for example, noticable in the Sam&Max CD intro. | |||
2014-07-23 | SCUMM: Use correct sound type for digital sfx. | Johannes Schickel | |
This makes sure that digital sfx in pre digital iMuse games are using the SFX sound type rather than the speech sound type. This allows proper volume control. | |||
2014-07-22 | SCUMM: Add workaround for script bugs that caused problems in Jumping Bean ↵ | Kirben | |
mini games of Pajama Sam: Games to Play on Any Day. | |||
2014-07-22 | SCUMM: Add HE100 differences when resetting sprites. | Kirben | |
2014-07-12 | SCUMM: Fix potential crash in o5_setClass() | Torbjörn Andersson | |
If 'obj' was exactly equal to _numActors, derefActor() would have complained about it being an invalid actor. I haven't seen any bug reports about this, so presumably it never actually happened. | |||
2014-07-05 | SCUMM: Cleanup. | Johannes Schickel | |
2014-07-05 | SCUMM: Simplify index file handling for Steam versions. | Johannes Schickel | |
This also makes sure that all extra needed detection data for the Steam releases is located inside detection.cpp. | |||
2014-07-05 | SCUMM: Fix a subtle bug in Sound::getCDStatus() for Loom Steam | Filippos Karapetis | |
2014-07-05 | SCUMM: Slight formatting fixes. | Johannes Schickel | |
2014-07-05 | SCUMM: Remove unused variable. | Johannes Schickel | |
2014-07-05 | SCUMM: Use spaces instead of tabs in comments. | Johannes Schickel | |
2014-07-05 | SCUMM: Remove empty line before license header. | Johannes Schickel | |
2014-07-04 | SCUMM: Add support for CD audio tracks in the Steam versions of Loom | Filippos Karapetis | |
Many Thanks to Ben Castricum for the original patch | |||
2014-07-03 | SCUMM: Add support for Steam versions of Indy 3, Indy 4, Loom and Dig | Filippos Karapetis | |
Many Thanks to Ben Castricum for the original patch | |||
2014-06-25 | SCUMM: Add UK Windows version of Freddi Fish 3. | Kirben | |
2014-06-22 | SCUMM: Do not let music reallocate its own channels in AD player. | Johannes Schickel | |
This makes it conform to the original. | |||
2014-06-22 | SCUMM: Change channel/slot (re)allocation strategy in AD player. | Johannes Schickel | |
This makes sure that always the channel/slot with the lowest priority is reallocated in case none is free. This fixes some music oddities in Indy3. | |||
2014-06-22 | SCUMM: Don't allow SFX to reallocate their own channels in AD player. | Johannes Schickel | |
2014-06-22 | SCUMM: Clear SFX channel when starting the SFX failed in AD player. | Johannes Schickel | |
2014-06-22 | SCUMM: Fix Indy3 AdLib door sfx. (See bug #6657) | Johannes Schickel | |
Full name of the bug: "INDY3: Wrong sound when opening/closing doors (AdLib regression)". | |||
2014-06-04 | SCUMM: Save/load music/sfx data in AD player. | Johannes Schickel | |
This makes sure that the currently playing music and sfx are resumed when loading a save game. | |||
2014-06-04 | SCUMM: Implement simple seeking in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Slightly refactor music playback in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Only forward declare Serializer in music.h. | Johannes Schickel | |
2014-06-04 | SCUMM: Simplify voice channel allocation in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Fix typo in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Fix music looping in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Only stop music instead of all sounds in music handling of AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Make sound completely silent for volume level 0 in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Fix volume levels when playing SFX and music at the same time in AD ↵ | Johannes Schickel | |
player. This sadly decreases the granularity of volume control since AdLib has far less distinct volume levels as we. However, having music and sfx at the same time increases the overall experience. | |||
2014-06-04 | SCUMM: Only reset rhythm state when music is stopped. | Johannes Schickel | |
2014-06-04 | SCUMM: Allow music and sfx to be played at the same time in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Only stop music when requested in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Let music in AD code use the same HW channel allocation as SFX. | Johannes Schickel | |
2014-06-04 | SCUMM: Dynamically allocate hw channels for SFX in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Allow multiple SFX to be played at once with AD. | Johannes Schickel | |
Actually, even before this change it was possible. However, since we formerly used the original channel specification it was not possible when two sfx were started on the same channel. Now we can play such sounds simultaneously again. This is a first step towards a AdLib support level we had when we tried to convert SFX to MIDI to play it through iMuse. However, now we still play the sound effects properly, i.e. they still sound like in the original. | |||
2014-06-04 | SCUMM: Clean up how SFX are stopped in the AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Properly unlock sound resources when reusing sfx slots in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Further cleanup in AD SFX code. | Johannes Schickel | |