Age | Commit message (Collapse) | Author |
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svn-id: r9672
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conversion checks.
svn-id: r9671
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conversion checks.
svn-id: r9670
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svn-id: r9666
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svn-id: r9665
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whatever reason, o6_walkActorToObj() was trying to find the coordinates for
an object that was marked as being in the inventory.
svn-id: r9664
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svn-id: r9663
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svn-id: r9662
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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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svn-id: r9653
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svn-id: r9652
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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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svn-id: r9649
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Arts Games...
svn-id: r9648
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svn-id: r9647
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GM-only SCUMM games like Sam & Max to
play properly on an MT-32.
svn-id: r9646
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svn-id: r9645
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svn-id: r9644
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commands are now under "imuse", and underscores
have been removed.
imuse panic - Stop all music tracks
imuse multimidi on/off - Set multimidi
imuse play # - Play a sound resource
imuse play random - Play a random sound resource
imuse stop # - Stop a music resource
imuse stop all - Stop all music resources
Note that "play #" and "play random" only attempt
to play a sound resource. If the resource is not
a music resource or is in a format not supported by
the current music driver, it won't play.
You can use this as a mini jukebox, but be sure
you're in a room with minimal activity. The
goal is to minimize interference from the scripts
while playing sounds that are not expected in
that room.
svn-id: r9641
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svn-id: r9637
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Possible fix for Bug [770085] MI2: Amiga version always crashes after a few minutes
Corrected OOB graphics writes in proc3_ami() by fixing the
mask to properly detect negative Y values. Don't know if
this is the right way to fix this -- there are enough GFX
bugs in the Amiga code as to make assessment difficult --
but at least it averts crashes.
svn-id: r9634
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Fixes some brief costume distortions
svn-id: r9633
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svn-id: r9631
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svn-id: r9630
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svn-id: r9629
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svn-id: r9627
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svn-id: r9626
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Included the ImDeferredCommand list when checking for
sounds that have been queued to play. Also added
sound queue processing between execution of exit script
and entry script. In the case of this bug, the entry
script required that the iMuse state be fully up to
date, including last-moment changes from the previous
exit script.
svn-id: r9622
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svn-id: r9621
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svn-id: r9613
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svn-id: r9603
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svn-id: r9598
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svn-id: r9594
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svn-id: r9592
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svn-id: r9591
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When scanning (not jumping) to a target location
in a different track, the current track is first
scanned to the end to update the player state
before starting into the new track.
Miscellaneous scan-related cleanup is included.
svn-id: r9589
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svn-id: r9585
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svn-id: r9584
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should check it too :p
svn-id: r9582
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V6 scripts can specify up to 16 parameters to be passed to
doCommand(). In most cases 8 or fewer parameters were used,
but occasional uses of 9 or 10 parameters resulted in
incorrect iMuse behavior due to lost doCommand() data.
ImTrigger was also upgraded to support 8 parameters instead
of 4, since the incorrect behavior that was observed involved
the use of triggered commands that required more than 4
parameters. Since ImTrigger data is not currently being saved
(which is bad), we do not at this time have to go to another
savegame format to support the additional ImTrigger data
(which is good).
This fix corrects a problem in the Tunnel of Love. When the
"execution scene" music finishes and the hidden door opens,
the Tunnel of Love music is supposed to start up again. In
ScummVM, it never would, do to the loss of parameters for a
trigger-based "Parameter Fade" command.
A bit of miscellaneous cleanup has also been made.
svn-id: r9579
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in the case of tabular output.
svn-id: r9577
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Tweaked handling of ImSetTrigger when the triggered
command starts a new song. If the song to be started
is already playing, we stop it (in preparation for
a restart) ONLY if the song containing the command
trigger is actually playing. Otherwise the restart
is likely to never occur (as is the case with the
Bumpusville mansion interior music).
svn-id: r9576
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svn-id: r9555
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svn-id: r9554
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svn-id: r9548
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Will make it easier to add loom fm towns target in future.
svn-id: r9547
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