Age | Commit message (Collapse) | Author |
|
svn-id: r19142
|
|
IHNM intro should use this, so now it does.
svn-id: r18957
|
|
svn-id: r18915
|
|
that the instruction wasn't fully read, so the next opcode would be wrong.
This is what caused it to crash.
To keep the game from hanging, I also allowed the engine to call the
_actors->direct() function for IHNM. This allows AM's intro speech to be
played in its entirety.
Since this includes the "hate" speech, I've removed that part from the
hard-coded intro. To get the right music playing, I've enabled the
sfPlayMusic() function for IHNM. This is pure guesswork, though. Once the
scene changes, the wrong music plays again. However, this is scene music,
i.e. not scripted.
It doesn't play the background sound. Looks like _fxTable[] isn't generated
for IHNM. More noticeably, until the scene changes it doesn't show any
graphics apart from the subtitles, which are drawn in the wrong colour and
(I believe) the wrong font.
svn-id: r18712
|
|
svn-id: r18647
|
|
svn-id: r18644
|
|
scene. But there are following problems:
o Inclomplete support for actors speech, so opSpeak is skipped
o For some weird reason actors do not appear at all. Actually code seems to
be trying to read only protagonist frames
o It crashes on reading sprites due to wrong input
svn-id: r18624
|
|
svn-id: r18623
|
|
svn-id: r18619
|
|
svn-id: r18607
|
|
151 is supposed to play the "hate" speech, so eventually that wouldn't have
to be hard-coded in the intro, but at the moment all it does it to switch
to scene 152. I'd have to study the scripts closer to figure out what's
missing.
So, to summarize, there are no user-visible changes to the intro but we may
have a better test case for IHNM scripting. Maybe.
svn-id: r18601
|
|
svn-id: r18584
|
|
-adds patch file support
-global _vm removed
cleanups
svn-id: r18560
|
|
code cleanups
svn-id: r18523
|
|
svn-id: r18429
|
|
fixed load actors entrance
removed some orphans
svn-id: r17964
|
|
the correct scripts.)
svn-id: r17047
|
|
I believe it's the wrong scene.
Currently we use resource 152, which run the scripts "CampFireSetup" and
"CampFireScene". If I use resource 151 instead it will run the scripts
"ColumnSetup" and "ColumnScene" instead. I'm speculating that this is the
"hate" speech and the rest of the intro ("ColumnScene" is a fairly long
script, as far as I can tell), but unfortunately this causes ScummVM to
crash almost immediately.
I'll need to dissect the scripts to see if I can figure out what's wrong.
svn-id: r17036
|
|
- many structers and fields renamed to proper names
- added missing functions
svn-id: r16562
|
|
- structures renamed
- SagaEngine class gives all current game descriptions
regression : "verb" is broken cause work in progress
svn-id: r16511
|
|
more consistent that way.
svn-id: r16412
|
|
for starting animations, which I use to prevent the first animation frame
from being drawn too early.
svn-id: r16407
|
|
svn-id: r16399
|
|
svn-id: r16398
|
|
o Implemented almost all animation opcodes
svn-id: r16352
|
|
o Renamed GAME_ITE_* to GID_ITE_*
o Renamed GID_ITE and GID_IHNM to GType_ITE and GType_IHNM
svn-id: r16258
|
|
o Endianness-aware resource loading
o Removed ys_dl_list in favor of our object implementation
o Cleanup in actor code
o Partial support for ITE Mac rereleased demo
svn-id: r16051
|
|
console.
Some things are likely to have broken. For instance, I believe the old
console was could be visible during gameplay, while ScummVM's is modal. So
any place where we output something to the console during gameplay should
probably be removed.
Some things I've stubbed out. Basically any code that registers a variable.
Most of the debugging commands are untested.
Syntax may have changed because of different command-line parsing. (I never
actually used the old console, so I don't know for sure. :-)
Actually, I'm not that interested in reproducing the old console commands
faithfully. What we should do now is to make the immediately useful console
stuff work. Anything that remains unimplemented should probably be removed.
svn-id: r15976
|
|
music track and the looping background noise over the "hate" speech are
correct. I was already pretty sure of the music, but the sound was just a
lucky guess.
The script LUT, which is what I really wanted to find, remains elusive,
though. I couldn't see it reading any part of the resource file that looked
anything like the script LUT in ITE.
svn-id: r15942
|
|
correct sound or the correct volume, but the small extension to allow the
engine to start looping sounds is worthwhile enough in itself, I think.
svn-id: r15895
|
|
svn-id: r15884
|
|
and sev later confirmed this.
Instead I now try to start the - hopefully - correct scene. This should
start the script, but unfortunately we do not yet support IHNM script
loading so it won't work yet.
svn-id: r15880
|
|
svn-id: r15877
|
|
probably add some more of AM's speech soon, since that'd give me an
incentive to fix the remaining parts of the WAV playback code. I'll see if
I can add subtitles as well, like we do for ITE.
svn-id: r15876
|
|
svn-id: r15847
|
|
MT-32 is perfectly capable of playing General MIDI. My new guess is that
the FM file is for Adlib instead. It certainly sounds better - but quite
different - than playing the GM track through Adlib.
svn-id: r15846
|
|
but I can't be absolutely sure.
I'm also not sure if I'm using the correct music data. I'm fairly sure that
the MUSICGM.RES file is the appropriate choice for "General MIDI", but I
have no way of verifying that the MUSICFM.RES is really the right choice
for MT-32. (Is either of them a good choice for Adlib, or are they both
equally bad?)
svn-id: r15831
|
|
IHNM support. I used the partial IHNM intro as my test case, and it seems
to work that far at least.
svn-id: r15827
|
|
svn-id: r15690
|
|
svn-id: r14560
|
|
Introduce immediate events.
svn-id: r14558
|
|
svn-id: r14540
|
|
svn-id: r14539
|
|
svn-id: r14463
|
|
svn-id: r14450
|
|
svn-id: r14449
|
|
svn-id: r14443
|
|
svn-id: r14419
|
|
animations wasn't caused by this commit :)
svn-id: r14405
|
|
svn-id: r14388
|