Age | Commit message (Collapse) | Author |
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- adpcm decoding for rhythm channel
- cleanup
svn-id: r33993
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svn-id: r33991
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* Added scaling as a new blt option
* Activated scaling for the main character in BRA
svn-id: r33985
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- improved accuracy
- complete percussion channel support (does not work atm though, since the instrument data is missing)
- some cleanup
svn-id: r33980
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(Learned this from trying to implement convertPI1_2 i.e. gfxConvertSpriteToRaw myself to see if that was the problem with the Operation Stealth's labyrinth arcade sequence).
svn-id: r33976
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svn-id: r33973
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type 0 overlays (i.e. color sprites). Objects with negative frame values are supposed to be jumped over (Verified with disassembly).
svn-id: r33967
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(regression)):
For Future Wars o1_compareGlobalVar now compares global variable 255 to be equal to everything.
The scripts probably tested global variable 255 for equality with some value (Maybe 143?)
to see whether copy protection was properly passed.
svn-id: r33950
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svn-id: r33948
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svn-id: r33943
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svn-id: r33942
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in balloons for BRA.
svn-id: r33940
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svn-id: r33939
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floating point arithmetic (or at least replaced some doubles with floats)
- Improved support for PC-98 music: HOF tracks seem to be fine, KYRA should be okay, too (I can't compare with an emulator since I am missing the floppy boot disk with the executable)
- There are still tempo issues. Some tracks play way too slow, others way too fast
- PC-98 sound effects in Kyra 1 don't work (I would need the floppy disk with the executable for that)
svn-id: r33938
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svn-id: r33936
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to unsigned 8-bit. Maybe this'll fix the crash in AdlibSoundDriver::setupInstrument() eriktorbjorn was getting in Future Wars when teleporting from the photocopier room to the swamp. There was a OPLWriteReg(_opl, 0x80 | car, reg->sustainRelease) call with sustainRelease = 65452. Now there shouldn't be any such calls made because the sustainRelease value is always 8-bit now. Hopefully this won't break anything.
svn-id: r33935
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svn-id: r33934
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svn-id: r33933
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animations.
svn-id: r33930
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svn-id: r33928
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slightly less ambiguous
svn-id: r33919
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everything in the location has been loaded. This fixes the remaining problems with animations not being masked by items.
svn-id: r33903
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hidden when they are behind any object. The masks of items that are not explicitly activated (even if visible) still are handled (e.g. the crown in the museum is not visible in the foreground).
svn-id: r33900
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svn-id: r33896
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elements (but not items yet).
svn-id: r33894
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changed client code to use get/set. This will allow various simplifications (e.g. when calculating Z), and is a step towards correct handling of interactive zones of Zone/Animation in BRA.
svn-id: r33892
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using raw pointers.
svn-id: r33891
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using it. Some warnings have been added as a sentinel.
svn-id: r33890
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svn-id: r33889
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svn-id: r33886
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svn-id: r33879
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svn-id: r33878
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conflicted with taking screenshots using Alt-s. Great. Hopefully F11 doesn't conflict with anything useful.
svn-id: r33877
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svn-id: r33875
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svn-id: r33873
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girl from the ropes and swimming to the surface. Some global variables related to mouse position weren't being updated in executePlayerInput, now they are and things seem to work. Also enables moving in the labyrinth arcade sequence at the palace.
svn-id: r33872
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isn't used for anything else so one might as well use it for this.
svn-id: r33871
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svn-id: r33864
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svn-id: r33861
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svn-id: r33860
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svn-id: r33859
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To achieve this, I have rewritten the latter for both NS and BRA.
svn-id: r33858
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svn-id: r33837
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and checked the original for how the oxygen gauge during the first arcade sequence looks like. They're some kind of sprites most likely and not just simply filled rectangles).
svn-id: r33826
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_sndBuffer's allocation to SoundMgr's constructor and its deallocation to the destructor. Made fillAudio SoundMgr's method and removed a superfluous global static variable 'int16 *buffer'. Should help with the occasional crashes when starting the first sound in an AGI game.
svn-id: r33822
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svn-id: r33819
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svn-id: r33817
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function stopNote.
svn-id: r33816
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Also added initialization of _playing to false in SoundMgr's constructor. Hopefully helps with the occasional crashes in the sound code when starting the first sound in an AGI game.
svn-id: r33815
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Valgrind warning at sound.cpp:611.
svn-id: r33812
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