Age | Commit message (Collapse) | Author |
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o Merged in windows demos files lists
o Added Linux CD target. Someone (erik?) please provide md5 of first
5000 bytes of that file
svn-id: r16273
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svn-id: r16264
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- added some script functions (swapactors...)
- many things were renamed according scummvm covention
- resource id definintions should begin with "RID_" prefix
- intro temporary broken - work in progress
todo:
- walking hanling also should be rewriten
- timings for speech and actor cycling should be more accurate
svn-id: r16263
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o Normalize GIDs and GTypes
o Introduce MD5-based game detection. Now only 2 games should be ordered.
Linux demo should go before Win32 newer demo
o Fix sound in Mac versions
svn-id: r16262
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o Renamed GAME_ITE_* to GID_ITE_*
o Renamed GID_ITE and GID_IHNM to GType_ITE and GType_IHNM
svn-id: r16258
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scale down too fast. Will compare it with original soon.
svn-id: r16244
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- previous commit also introduce sound speech of first scene in ITE DOS version
svn-id: r16240
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svn-id: r16239
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1) there are three types of speech: one acor, multiple actor, non actor
2) slow speech implemented
3) uses native engine flags (async,noanimate...) instead of semaphores
- proper timings implemented
svn-id: r16237
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TODO: decodeRLESprite must do scale
svn-id: r16135
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svn-id: r16123
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without artefact)
- order list now uses only in draw section
- drawList rename to drawActors
svn-id: r16122
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svn-id: r16119
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- many parts renamed to proper names
regression: unexpected actor apeared while intro is played
svn-id: r16104
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svn-id: r16094
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svn-id: r16089
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svn-id: r16088
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svn-id: r16087
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svn-id: r16076
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svn-id: r16062
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svn-id: r16061
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svn-id: r16059
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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
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svn-id: r16036
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svn-id: r16002
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svn-id: r16000
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svn-id: r15990
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svn-id: r15978
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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
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voices at the same time, and I didn't want the looping background sound in
the IHNM intro to keep playing if escaping during the "hate speech".
svn-id: r15975
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methods), same for some other MIDI related stuff
svn-id: r15968
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svn-id: r15959
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MT-32 emulator should be handled just like all other drivers, except that it should always be considered native MT-32.
svn-id: r15952
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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
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svn-id: r15941
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that change is reflected everywhere
svn-id: r15911
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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
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files through the MIDI synth on my Soundblaster, I can only conclude that
they are both General MIDI, so I've changed our code to assume that in both
cases. The End Title (which we currently incorrectly play at the end of the
intro) sounds much better in Adlib this way, too.
Perhaps the original used a different GM to FM mapping than the one in our
adlib.cpp, but if so using the MT-32 to GM mapping isn't likely to improve
the situation.
We could add a way of replacing the GM to FM mapping in adlib.cpp, I guess.
Of course, that would only be worth it if the original sounds better than
our mapping.
svn-id: r15894
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svn-id: r15893
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svn-id: r15891
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don't kill if this breaks, it should be trivial for you to fix it :-)
svn-id: r15888
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svn-id: r15884
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figure out the correct values for IHNM_SCRIPT_LUT and _scriptLUTEntryLen.
svn-id: r15883
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so far, it shouldn't be drawn. Eventually we could probably handle this
with yet another panel mode: no panel at all.
svn-id: r15882
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svn-id: r15881
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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
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svn-id: r15877
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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
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There are plans to add some brains to GameDetector class, which will let us
avoid passing detector to init() method.
svn-id: r15873
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svn-id: r15865
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