371 Commits

Author SHA1 Message Date
Max Horn
756f592b61 SCUMM: Remove unused iMuse MIDI 'passthrough' code 2011-03-23 15:25:46 +01:00
dhewg
fa11a6e8cf SCUMM: Cleanup syncSoundSettings() 2011-03-19 16:04:56 +01:00
dhewg
adf6c8f09e SCUMM: More DISABLE_TOWNS_DUAL_LAYER_MODE mess
Uglify more code to fix compilation for DS
Only compile-tested
2011-02-20 12:09:58 +01:00
Max Horn
42ab839dd6 AUDIO: Rename sound/ dir to audio/
svn-id: r55850
2011-02-09 01:09:01 +00:00
Max Horn
668adaa461 GUI: Rename gui/GuiManager.* to gui/gui-manager.*
svn-id: r54265
2010-11-16 10:19:01 +00:00
Max Horn
059944e59c COMMON: Push #include audiocd.h in system.h out to .cpp files
svn-id: r54148
2010-11-08 23:07:42 +00:00
Max Horn
82e473bc3b BACKENDS: Partial merge of gsoc2010-opengl: Audio CD changes only
This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).

The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.

svn-id: r54147
2010-11-08 22:53:36 +00:00
Max Horn
a7248a0601 ENGINES: Replace many printfs by warning/debug/debugN
svn-id: r54031
2010-11-01 21:37:47 +00:00
Johannes Schickel
dac9493069 ENGINE: Rename resetTotalPlayTime to setTotalPlayTime.
I also extended the comment for it to show two possible use cases.

svn-id: r53895
2010-10-27 22:52:02 +00:00
Johannes Schickel
2ad28b8cd5 ENGINE: Generalize SCUMM play time counting and move it into Engine.
This implements Max's idea on -devel
("Re: [Scummvm-devel] ATTN Engine authors: Advanced engine features") from
27.10.2010 on 11:12PM CEST.

Unlike the SCUMM implementation it stores the play time as ms instead of s.

The SCUMM engine was adapted to use this instead to reduce code duplication.

svn-id: r53892
2010-10-27 22:37:51 +00:00
Max Horn
d2a7a840c7 SCUMM: Move class Player_V2CMS to its own header file
svn-id: r53829
2010-10-25 16:41:39 +00:00
Travis Howell
4f0cc6a435 SCUMM: Add patch #3093541 - MMC64: Actor Walk / Object Fix.
svn-id: r53806
2010-10-25 08:03:55 +00:00
Travis Howell
3f4655c03f SCUMM: Disable multiplayer option in Backyard Baseball 2001.
svn-id: r53731
2010-10-23 13:39:04 +00:00
Travis Howell
afd677c2c7 SCUMM: Fix buffer overflow, that was causing crashes when saving in Backyard Baseball 2001/2003.
svn-id: r53726
2010-10-23 02:18:08 +00:00
Max Horn
3b21db1618 SCUMM: Fix parts of bug #3087898 (SCUMM: Code analysis warnings)
svn-id: r53567
2010-10-18 16:00:07 +00:00
Florian Kagerer
c841c3fb7c SCUMM/FM-TOWNS: more improvements to japanese font drawing
- made use of LordHotos graphics/sjis code to reduce code duplication
- japanese mode for version 3 and 5 works fine now with few exceptions (some line spacing glitches in MI1 intro etc.)

svn-id: r53554
2010-10-17 13:08:00 +00:00
Johannes Schickel
75e8452b6e OPENGL: Merged from trunk, from rev 52105 to 53396.
This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.

Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.

svn-id: r53399
2010-10-13 03:57:44 +00:00
Florian Kagerer
01c9b17068 SCUMM/FM-TOWNS: improved sfx support for indy4 and monkey2
svn-id: r53052
2010-10-07 19:23:49 +00:00
Florian Kagerer
5af782c5d2 SCUMM/FM-TOWNS: disable new graphics code in DS port
svn-id: r53033
2010-10-05 19:04:52 +00:00
Florian Kagerer
74681b81b3 SCUMM/FM-Towns: limit SCUMM 5 games to 16 bit graphics mode
8 bit mode makes no sense for these games since colors will be too messed up.
SCUMM 3 games (Indy 3, Loom, Zak) are still supported in 8bit mode.

svn-id: r52977
2010-10-02 13:25:50 +00:00
Florian Kagerer
0d8f4a22ae SCUMM/FM-TOWNS: fix palette and other graphics issues
This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this  dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).

Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.

This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).

Japanese font drawing hasn’t been improved much yet. This will be a separate task.

svn-id: r52966
2010-10-01 19:24:52 +00:00
Eugene Sandulenko
f965616552 SCUMM: Fix bug #3052804 by reverting NES-specific screen width hack
svn-id: r52891
2010-09-25 20:50:13 +00:00
Travis Howell
ae3b6f0aa3 SCUMM: Fix bug #3070077 - MMC64: No music when Syd plays the piano.
svn-id: r52796
2010-09-18 14:18:48 +00:00
Torbjörn Andersson
c91a07229a JANITORIAL: Removed most punctuation at end of warning() and error()
Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.

svn-id: r52791
2010-09-18 10:55:16 +00:00
Thierry Crozat
057056b8d3 I18N: Add translation for load/save success or failure messages
Also improve and update the french translation.

svn-id: r52740
2010-09-15 23:25:46 +00:00
Eugene Sandulenko
3e4f6b4a24 SCUMM: Fix bug #3039004
Bug #3039004: "MANIACNES: Ed does not appear at doorway."
Actually whole thing is a gross hack on top of SCUMM v1.5 hack
with extra wide screen. It all calls for review and writing
specified methods.

svn-id: r52375
2010-08-25 07:41:54 +00:00
Eugene Sandulenko
c4299cc0c7 SCUMM: Fix bug #3032758: "SCUMM: Mute setting does not work"
svn-id: r52372
2010-08-25 07:40:52 +00:00
Florian Kagerer
29a5c6a45b SCUMM/FM-TOWNS: start rewriting audio code
- Start rewriting audio code for FM-TOWNS versions of Loom, Indy3 and Monkey Island 1 using the recently added code in towns_audio.cpp (Zak should work the same way, but I can't test, since I don't own that one).
- All sound types (pcm, euphony and cd audio) now support volume and balance control (e.g. try walking into/out of the kitchen and opening/closing the door in the Scumm Bar in Monkey Island 1 or walking into/out of the circus tent).
- Pcm sounds now support proper loop start/end and note offsets (e.g. try out the hammer sound in the forge in LOOM for example).
- some other minor improvements
- The FM-Towns versions of Indy 4 and Monkey Island 2 are not affected. I don't have Monkey Island 2, but I presume that it will work like Indy 4. Adding support for these will be a separate task, since they work quite differently.

svn-id: r52198
2010-08-18 21:38:43 +00:00
Alejandro Marzini
b0409d6739 Merge trunk, from r51777 to r52105
svn-id: r52108
2010-08-16 00:21:07 +00:00
Florian Kagerer
4a159bcb1e GUI: add music devices for c64, amiga and apple II gs
These devices are not able to create appropriate drivers.
The only purpose for now is having proper gui options and flags and music types for the device detector.
The corresponding GUIO flags for the new devices have been added, too.

svn-id: r51995
2010-08-11 18:54:56 +00:00
Torbjörn Andersson
416b568744 SCUMM: Re-enable PCjr music for Indy 3
Apart from adding the necessary detector flags, in cases where we used
to only check for PC Speaker we now also need to check for PCjr. Note
that I have only tested this with the VGA version. And even with that
one, I've only given it the briefest of tests.

svn-id: r51988
2010-08-11 15:36:29 +00:00
Torbjörn Andersson
10b6a395cf SCUMM: Add missing case in sound initialisation
If the mixer isn't ready, we probably have to check for PCjr as well,
so add that case.

svn-id: r51987
2010-08-11 15:16:55 +00:00
Torbjörn Andersson
1302ccb464 SCUMM: Add missing "break" in music setup
This once again makes it possible to select PC Speaker music in Indy 3.

svn-id: r51986
2010-08-11 15:09:07 +00:00
Florian Kagerer
2b77ffcc17 SCUMM: possible fix for bug # 3041539
enable PCJR sound for Maniac Mansion v1 and v1 and Zak McKracken v1 and v2.

svn-id: r51983
2010-08-11 14:32:33 +00:00
Max Horn
b8ee574e40 SCUMM: _resultVarNumber and related methods are specific to v0-v5
svn-id: r51974
2010-08-11 12:49:16 +00:00
Alejandro Marzini
33e40e1a20 Merged from trunk, from r51495 to r51775
svn-id: r51776
2010-08-06 03:21:21 +00:00
Eugene Sandulenko
02cca98ed6 SCUMM: Add posibility to disable NES APU which is CPU demanding
svn-id: r51679
2010-08-03 11:25:20 +00:00
Alejandro Marzini
fb4086cadb Merged from trunk, from Rev 50841 to HEAD
svn-id: r51495
2010-07-30 05:28:09 +00:00
Max Horn
1d4c82885d DEBUGGER: Simplify how our console debugger works / is used
* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
  something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
  can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
  document it.
* Add more doxygen comments
* Cleanup

svn-id: r50963
2010-07-17 18:38:42 +00:00
Alejandro Marzini
609e08d5db Merged from trunk, from Rev 49499 to HEAD
svn-id: r50840
2010-07-13 04:31:15 +00:00
Max Horn
bbad3f333a Patch #1956501: "GUI/LAUNCHER: Midi device selection"
svn-id: r50128
2010-06-21 21:36:36 +00:00
Eugene Sandulenko
ba72975d3f SCUMM: Fix bug #1328120:
Bug #1328120: "MANIACNES: Screen width incorrect, camera halts sometimes".
Fixed by workaround and was tested with intro and on the kitchen,
where now it is possible to see Edna without her noticing you
first.

svn-id: r49764
2010-06-15 10:46:23 +00:00
Alejandro Marzini
e1ef3cd9fc Renamed getAudioCD to getAudioCDManager.
svn-id: r49678
2010-06-15 04:13:12 +00:00
Alejandro Marzini
e991cd8c53 - Revised abstract AudioCDManager.
- Removed AudioCDManager Singleton, and changed code for using AudioCDManager in OSystem.
- Added initialization code for new AudioCDManager in BaseBackend and OSystem_SDL.

svn-id: r49548
2010-06-09 20:09:57 +00:00
Max Horn
947edd08c3 Replace SCUMM F5 dialog by GMM & add help button to GMM
The new "Help" button in the GMM is currently only used by SCUMM.
To use it, an engine currently needs to subclass MainMenuDialog.

svn-id: r49249
2010-05-26 19:54:50 +00:00
Travis Howell
920e47cca0 Fix missing songs in the HE73 version of Putt-Putt Saves the Zoo.
svn-id: r49010
2010-05-12 05:01:58 +00:00
Max Horn
970745e60c Move DebugChannel related code to new header
svn-id: r48935
2010-05-04 11:59:22 +00:00
Max Horn
b3e404109c Move initGraphics and initCommonGFX from to new header.
These functions are only used internally be Engine subclasses, and
by moving them to a separate header we can reduce indirect header
dependencies.

svn-id: r48934
2010-05-04 11:58:12 +00:00
Max Horn
5568a8473b Get rid of Engine::_gameDataDir.
This greatly reduces indirect dependencies on several header files
from common.

svn-id: r48933
2010-05-04 11:56:52 +00:00
Max Horn
460d69e885 COMMON: Move DebugChannel stuff into a new DebugMan singleton
svn-id: r48821
2010-04-27 21:40:52 +00:00