Age | Commit message (Collapse) | Author |
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I haven't found an elegant and non-intrusive way to squeeze SCI0 support into LordHoto's existing code. The drivers are too different. So I made some rearrangements. The basic mechanisms of LordHoto's SCI1 code should remain the same as before, though. I only introduced some more classes, moved some code into these classes and renamed some things (mainly for myself, so as not to get confused).
I fixed two voice mapping bugs in the existing driver code. The first bug in bindVocies() effectively hindered the driver from playing anything at all when the CMS_DISABLE_VOICE_MAPPING #define wasn't set (_voice[i].channel == 0xFF instead of _voice[i].channel != 0xFF). The second bug in unbindVoices() was not a complete show stopper, but the function simply did not "unbind the voice". The line which does the actual removal of the channel assignment was missing.
The SCI0 driver portions have been tested with: PQ2, KQ4, LSL3, QFG1, ICE and COC.
SCI_0_EARLY versions apparently don't support the CMS. At least I haven't seen a driver file so far. And there seems to be no no instrument patch resource. Although the latter issue needn't necessarily be one, since the patch data array in the driver is actually preset with data (which gets overwritten as soon as a patch file is loaded). Maybe this would work for SCI_0_EARLY. However, I haven't tested this, since I really would have have a look at a driver file first if one actually exists. For now, I have limited the driver to SCI_0_LATE.
SCI1 has been tested with KQ5 and LSL5 (not extensively, just to see whether anything got broken and whether my voice mapping fixes work).
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(somewhat difficult to make out any difference, but it does affect the envelope processing)
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Conflicts:
engines/sci/engine/script_patches.cpp
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Fixes bugs #10835, #10844, #10989
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Carol Reed 4 was published in Russia by "Cd Navigator":
http://www.cdnavigator.ru/Game.aspx?id=184
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This was causing unnecessary delay for actors scripts after subsequent
reloads.
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It's hard to believe, but this fixes bug "#10432" WME Carol Reed
Mysteries hint system not working.
Carol Reed hint system happen to heavily use line.Split(";") results,
which were wrong by 1 byte (delimeter was appended to result while it
shouldn't be).
I started with decompiling Carol Reed source code, reproducing issue
with a stand-alone test project (which worked with WME and showed [null]
with ScummVM). then minimized it to a minimal testcase:
var line = new String("New Goal;Visit Christina at the Art
Museum;1;0;S;;");
var ar = line.Split(";");
if((ar[0] == "New Goal")) { var g = ar[1]; }
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When a game sets camera position with aimCamera, the background should
move together with all the objects above it.
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The check was inverted - it failed when everything was alright and
succeded on error...
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numPolygons wasn't getting reset to 0, so the next invocation was
trying to delete non-existent polygons
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Fixes lockup, animation, and flag bugs when hiding in the
electronics store, bug #10977
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This pull request adds all games listed in
https://bugs.scummvm.org/ticket/10863:
// Carol Reed 10 - Bosch's Damnation
// Carol Reed 11 - Shades Of Black
// Carol Reed 12 - Profound Red
// Carol Reed 13 - The Birdwatcher
// Carol Reed 14 - The Fall Of April
// Rebecca Carlson Mystery 01 - Silent Footsteps
// Corrosion: Cold Winter Waiting (Enhanced Edition)
// Rhiannon: Curse of the four Branches (Premium Edition)
I don't have those games, so I can't check if those sums are correct.
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Actual name of "hamlet" is "Hamlet or the last game without MMORPG
features, shaders and product placement". Fixed misprint in word
"MMORPG".
Also added one more Hamlet version from
https://bugs.scummvm.org/ticket/10980.
My version has another checksum, so I can't test it.
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Official downloads page for the White Chamber
(http://www.studiotrophis.com/site/downloads) contains 2 links:
1. Download from IndieDB (thewhitechamber1.7SETUP.exe, 376180149 bytes)
(built 2008.06.29, installed game is detectable by ScummVM)
2. Direct Download (thewhitechamber1.7SETUP - Definitive Edition.exe,
376180083 bytes) (built 2008.06.26, installed game is unknown to
ScummVM)
Both version are called "v1.7 - Definitive Edition".
speech.dcp is different: "german/COMPUT050.ogg" was renamed to
"german/COMPUT050.ogg"
data.dcp & language.dcp content is the same for those versions, except
for timestamps (Wed, 25 Jun 2008 21:01:32 GMT vs Sun, 29 Jun 2008
19:36:33 GMT)
Several questions:
1. Is it alright to list those builds as Common::UNK_LANG ? Should we
change this to 9 records for exact langs: Common::EN_ANY,
Common::FR_FRA, Common::IT_ITA, Common::DE_DEU, Common::CZ_CZE,
Common::RU_RUS,
Common::GR_GRE, Common::PT_POR, Common::PL_POL?
2. Should we provide a fix for "german/COMPUT050.ogg" lookup in version
that was built 2008.06.26 or this must be kept as is?
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Reverts an unintended change to the message recursion loop introduced in
56ea963cea3cdf04c44d3d6f545df664f4a27e8d that breaks the message stack
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