Age | Commit message (Collapse) | Author |
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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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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
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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
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svn-id: r51989
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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
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If the mixer isn't ready, we probably have to check for PCjr as well,
so add that case.
svn-id: r51987
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This once again makes it possible to select PC Speaker music in Indy 3.
svn-id: r51986
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enable PCJR sound for Maniac Mansion v1 and v1 and Zak McKracken v1 and v2.
svn-id: r51983
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svn-id: r51974
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svn-id: r51679
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svn-id: r51668
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It is a long standing bug which was revealed by r31784. With that commit
Kirben switched DIG code to newer one. Russian version used 0x03 as
placeholders for keeping string widths. Original did not copy those
characters but we did hence the bug. Based on study of original.
Restrict it to Dig-only in order to avoid regressions.
svn-id: r51211
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* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
document it.
* Add more doxygen comments
* Cleanup
svn-id: r50963
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svn-id: r50889
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svn-id: r50888
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file (regression from r50706).
svn-id: r50710
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svn-id: r50706
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svn-id: r50375
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svn-id: r50367
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select MDT_PREFER_MT32 or MDT_PREFER_GM
svn-id: r50288
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svn-id: r50270
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svn-id: r50151
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detection files
svn-id: r50150
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svn-id: r50149
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svn-id: r50128
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svn-id: r49895
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svn-id: r49850
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svn-id: r49843
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The code was compied from AdvancedDetector. Currently it is
set up to detect Mac indy3/loom which contains it data in
Rooms 1, Roooms 2 and Rooms 3 directories.
svn-id: r49798
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SCUMM and AdvancedDetector support this feature.
svn-id: r49786
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Proper version of patch #2988641: "GSoC: Select drivers in GUI
based on output types". So far only SCUMM engine supports this
feature.
svn-id: r49783
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FR #2821513: "GUI: add tooltips".
Added tooltips for Add Game button, clear field buttons and couple
other.
Current problem: Only first call correctly restores text. I could
not find where restore information gets lost.
svn-id: r49774
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Now it is possible to specify hotkeys in place for ButtonWidget
and CheckboxWidget (the only widgets with hotkeys now).
Use de-facto standard with putting hotkey between tildes (~).
Like '~O~pen'. The tildes gets stripped before after hotkey
is extracted.
This is done for giving translators possibility to specify
their own hotkeys.
Old hotkeys defined at widget instance creation are left for
leaving possibility to specify non-printable hotkeys such as
Common::ASCII_ESCAPE.
Translation files were updated respectively.
svn-id: r49766
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Bug #1328120: "MANIACNES: Screen width incorrect, camera halts sometimes".
Fixed by workaround and was tested with intro and on the kitchen,
where now it is possible to see Edna without her noticing you
first.
svn-id: r49764
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Bug 1879604: "MANIACNES: Music not played when loading game".
Actually previous attempt to fix this bug was not successful
since first entry of script 5 does not have needed functionality.
Now we resume music manually.
svn-id: r49763
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