Age | Commit message (Collapse) | Author |
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svn-id: r10030
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svn-id: r10029
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svn-id: r10012
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svn-id: r10008
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svn-id: r10005
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Needs config support added.
svn-id: r10002
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version been used.
svn-id: r9999
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svn-id: r9993
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svn-id: r9992
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least I think they refer to the same game, just with differently named data
files. This should fix bug #800378 ("MI1: no adlib with monkey target
(regression)").
Should the same change be made to the "game" (Monkey Island 1, SegaCD
version) target, or is that one too different?
svn-id: r9991
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should move the target list out into another file? there are a few more to add after they are known as well...
svn-id: r9987
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svn-id: r9949
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svn-id: r9913
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svn-id: r9911
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svn-id: r9908
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cutscene.
svn-id: r9907
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room with remapped colors.
svn-id: r9905
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Added support for CC resources in small-header
games. Right now this is enabled for monkeyvga
only. loomcd has CC resources but they don't
make any sense, and the game doesn't use palette
effects anyway.
svn-id: r9899
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different layout in the MAXS block at least start the bootscript, added pjs-demo target to test with
svn-id: r9897
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additioal support.
svn-id: r9887
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Fix is only for EGA games so far.
svn-id: r9873
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order to fix the Full Throttle end credits. I guess I should have added a
comment about that. :-)
svn-id: r9866
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drawing blast text after blast objects
svn-id: r9853
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currently stolen by the keyboard cursor control stuff. I will soon either gut the keyboard cursor stuff or make it non default as it breaks several things
svn-id: r9809
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Add highlight color for v1 maniac
svn-id: r9774
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svn-id: r9749
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svn-id: r9747
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svn-id: r9734
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Revert last change to MI1 demo fix and make it monkeyega target only.
svn-id: r9732
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finding GFX regressions in Indy3. New fix
runs exit script immediately when nuking
the resource for the current room, and
resets the current room to 0 (nothing).
Again, a warning is output in case other
cases of nuking the current room are found
and have undesirable behavior as a result
of this change.
svn-id: r9731
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computations, mostly to produce the
exptected output with AD resources.
svn-id: r9730
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since originals were this way.
svn-id: r9724
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RO streams have built-in timer markers (the
unknown 0xA0 mentioned in FR [742249]) that
override automated methods of updating
VAR_MUSIC_TIMER. Since these timer markers
do not seem to be present in AD resources, the
old mechanism is used if MD_ADLIB is the current
MidiDriver.
svn-id: r9720
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svn-id: r9719
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and 1 for PC speaker and PCjr. This fixes a hang
in LoomCD if the default MidiDriver happens to be
a native driver. (For some reason the CD version
still has script variations based on whether a
Roland soundcard was selected. WTH?) LoomCD now
always reverts to MD_NULL, so VAR_SOUNDCARD will
always be set appropriately.
svn-id: r9716
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svn-id: r9709
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svn-id: r9708
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list of music types supported. This was done because now
PC speaker support must be treated separately, along with
Adlib and native (GM/MT32) support.
This fixes a problem with games that don't support PC speaker
(including V5 games that don't parse SPK resources yet)
being run with -epcspk or -epcjr. Those games now properly
switch to -enull so that music resources still get parsed
and music/script synchronization mechanisms don't break.
svn-id: r9703
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PCjr support for V1 games, bug fix in speaker support.
set_pcjr is now called by Player_V2 constructor according to midi driver.
Renaming of member variables to begin with an underscore.
svn-id: r9692
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to add to compatibility at this point
svn-id: r9690
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Enable roland support for monkeyega
svn-id: r9688
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in monkeyvga/ega. Tested in monkeyvga, but
not in monkeyega yet. There are still wrinkles
to work out, but the parser for the new format
is in and hooked up.
svn-id: r9684
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Had to move music init for v1/v2 games to get this working
svn-id: r9675
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svn-id: r9665
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svn-id: r9661
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svn-id: r9660
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Only works wit monkeyvga, since ScummVM has it set as version 4.
Remove some old debugging comments
svn-id: r9659
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in preparation for Kirben's addition of WA support
for games that already have AD tracks.
svn-id: r9656
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svn-id: r9654
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since the original interpreters appear to have allowed it. This fixes bug
#786380 ("FOA - FISTS, script crash in Crete").
I do not know what the purpose of actor 0 was in the original. Either it's
a no-op, or it's used to store actor default values.
Note that in the FOA case the room-33-200 script will loop - at least with
the provided savegame - until you leave the room. However, this is quite
harmless.
svn-id: r9650
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