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2003-07-18Add 22KHz sounds effect support for fm towns games, patch #773434Travis Howell
svn-id: r9063
2003-07-18Add Indy3 FM Towns support, patch #773434Travis Howell
svn-id: r9062
2003-07-17Fix from HibernatusTravis Howell
svn-id: r9060
2003-07-17Revert part of last changes.Travis Howell
Caused indy3ega/loom to try to use amiga sound sometimes, when Amiga option was enabled. svn-id: r9059
2003-07-17OoopsTravis Howell
svn-id: r9058
2003-07-17Make the Amiga option costumes/palette only again.Travis Howell
svn-id: r9057
2003-07-17Fix Amiga paletteTravis Howell
svn-id: r9055
2003-07-16some commentsMax Horn
svn-id: r9052
2003-07-15proper fix for the small regression caused by my COMI fix last night; this ↵Max Horn
also fixes bug #766382 svn-id: r9047
2003-07-15oops, this was a serious bug: message referred to buf_output (and was used ↵Max Horn
by buf_output[300],) even after buf_output was out of scope svn-id: r9046
2003-07-15factored out some duplicate code into a new method ↵Max Horn
translateTextAndPlaySpeech; removed some completely useless code (why compute 'pointer' when we then throw away the result?) svn-id: r9045
2003-07-15temporary fix for bug #771562, I am working on a proper one nowMax Horn
svn-id: r9044
2003-07-15fix for bug #771803Max Horn
svn-id: r9043
2003-07-15Workaround for bug #770724Max Horn
svn-id: r9042
2003-07-15fix for bug #771734Max Horn
svn-id: r9041
2003-07-15Fix for Bug [766851] ALL: MIDI fragment repeats after close upsJamieson Christian
Adjusted default _saveSound value used by S&M (whose value is assumed by pre-S&M games). Corrected save/load music behavior for non-temporary saves. (Until this default value change, the incorrect behavior would almost never manifest itself, so existing savegames should be fine.) svn-id: r9035
2003-07-15start of some segacd specific helpJonathan Gray
svn-id: r9034
2003-07-15Remove warning in simonTravis Howell
Add INDY3EGA Amiga - experimental support for sound effects, patch #771355 svn-id: r9033
2003-07-15replaced SCUMMVM_VERSION/SCUMMVM_CVS by ↵Max Horn
gScummVMVersion/gScummVMBuildDate/gScummVMFullVersion; made engine.o depend on all other .o files, so that the build date in it is always up-to-date svn-id: r9032
2003-07-15put GID_MONKEY_SEGA in the correct place (has a micd/mi2 style interface)Jonathan Gray
svn-id: r9031
2003-07-15Patch #771154 (ZAK: yet another doSentence fix); this should fix bug #752293Max Horn
svn-id: r9030
2003-07-15Patch #768260: Help Dialog Update (with some tweaks by me to make the dialog ↵Max Horn
a little smaller -> looks much better, IMO) svn-id: r9029
2003-07-14temporarily changed this to an error to help track down what is causing the ↵Max Horn
sound queue overflows(in particular, to figure out the room/script/offset where the bug occurs). Please report your findings to Fingolfin svn-id: r9028
2003-07-14reduced duplicate codeMax Horn
svn-id: r9027
2003-07-14fix for bug #769744 (COMI: Trying to append to a nonexistant stream)Max Horn
svn-id: r9025
2003-07-14Compares in V2 are unsigned (at least in Zak).Jochen Hoenicke
This fixes a problem with the parachute scene in Zak. svn-id: r9020
2003-07-14fixed up c64_ignorePakCols (it's still a hack and not working properly, but ↵Max Horn
at least it doesn't crash anymore; we probably should just remove it, and then handle the skiping inside proc64); determin which costume codec to use based on the costume format, not the scumm version svn-id: r9019
2003-07-14proper fix for V1/Zak (and maybe V1/MM, too?) ActorSet-ColorMax Horn
svn-id: r9018
2003-07-14this hack isn't necessary anymore (at least I found no cases where it would ↵Max Horn
be needed) svn-id: r9017
2003-07-14fix argument checkJonathan Gray
svn-id: r9016
2003-07-14Fix fixmeJames Brown
svn-id: r9012
2003-07-14Allow debugger in full screen modeTravis Howell
svn-id: r9011
2003-07-14Inventory position is the same in both v1 and v2 gamesTravis Howell
svn-id: r9008
2003-07-14zak v1 uses same sound resources as zak v2Travis Howell
svn-id: r9002
2003-07-14Redraw screen when loading v1 saved gameTravis Howell
svn-id: r9000
2003-07-14Split the v1 palette, since there is a minor difference.Travis Howell
svn-id: r8999
2003-07-14Ooops, was in reverse.Travis Howell
svn-id: r8998
2003-07-14A few color fixes for v1/v2Travis Howell
svn-id: r8997
2003-07-14V1 Zak fixes and hacks. (Woo, it rhymes! :)James Brown
svn-id: r8996
2003-07-13workaround for bug #770093 (Zak256 Crash inside of Sphinx)Max Horn
svn-id: r8995
2003-07-13fix for bug #770344 (INDY3EGA: Amiga - Biff's name not shown in fight); this ↵Max Horn
fix is not only needed for IndyEGA, but also for Loom (according to disassembly; I am guessing that it might be needed for all 'V3' (in our internal notation) games, but that remains to be verified svn-id: r8994
2003-07-13workaround for bug #770351Max Horn
svn-id: r8993
2003-07-13For some reason, changing the kSentenceLine color stops highlighting working.Travis Howell
svn-id: r8992
2003-07-13debug/warning/error all automatically output a newlineMax Horn
svn-id: r8991
2003-07-13Correct v1 games inventory positionsTravis Howell
svn-id: r8990
2003-07-13Add correct palette for pc versions of v1 gamesTravis Howell
Add some correct colors for v1 games svn-id: r8988
2003-07-13added some FIXMEsMax Horn
svn-id: r8974
2003-07-13fixed gdi._C64MaskChar decodingMax Horn
svn-id: r8973
2003-07-13reduce code duplication; theoretical masking implementation for C64 ↵Max Horn
costumes, can't test since masking is disabled in gfx.cpp for C64/V1 games svn-id: r8972
2003-07-13C64 costumes work now enough to be recognizableMax Horn
svn-id: r8970