Commit Graph

40 Commits

Author SHA1 Message Date
Torbjörn Andersson
8bb595453b SCUMM: Added support for Macintosh music in Monkey Island 1
This is based on the old Mac0-to-General MIDI conversion that we used
to do (and which this patch removes), as well as the code for playing
the Monkey Island 2 and Fate of Atlantis Macintosh music. I'm not sure
how accurate it is, particularly in tempo and volume, but at this
point it seems to work pretty well. Looping music is perhaps a bit
off, but it was before as well.

There is an annoying drawn out note in the music when you're following
the shopkeeper, but that appears to have been there in the original as
well.
2012-11-11 13:56:06 +01:00
Johannes Schickel
58f542d434 SCUMM: Implement support for Monkey Island 2 Mac music.
This is a initial RE of the audio output Monkey Island 2 Mac uses. Support
for special sound effects is not in there yet.
2012-09-20 02:12:41 +02:00
Tobias Gunkel
5d6710ebfd SCUMM: add player_apple2.cpp to project files
Seems as if the iphone project files have to be updated separately.
2011-12-24 14:30:57 +01:00
Matthew Hoops
f5255288ea SCUMM: Split HE logic classes to their own files 2011-08-17 09:12:19 +02:00
Johannes Schickel
ed993e6350 SCUMM: Initial PC Speaker output implementation for SCUMM v5.
This is *not* complete yet.
2011-07-08 04:45:01 +02:00
Max Horn
075919756f SCUMM: Move shared code of Player_V2 & Player_V2CMS to new common base class
svn-id: r53830
2010-10-25 16:42:24 +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
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
Travis Howell
8783b0f2f7 Add patch #2839048 - MM C64 sound/music player, with minor changes.
svn-id: r46143
2009-11-26 00:31:19 +00:00
Travis Howell
9b8c088af5 Add patch #2898231 - LOOM: Sound player for PC-Engine.
svn-id: r46110
2009-11-23 23:17:15 +00:00
Norbert Lange
62202a9de5 Removed alot of the debug-output
created a class player_v4a to hook TFMX Playback into Scumm. Monkey Island has sound, but no sfx yet

svn-id: r41480
2009-06-12 20:10:27 +00:00
Eugene Sandulenko
cda17beff5 Patch #1365914: "SCUMM: CMS support." Disabled by default. Still plenty to do.
svn-id: r41282
2009-06-06 18:21:49 +00:00
Max Horn
56a31019b7 SCUMM: Added stubs for V3 & V4 opcode tables
svn-id: r40007
2009-04-19 00:59:28 +00:00
Max Horn
f8ccd2dede SCUMM: Got rid of class Chunk
svn-id: r34518
2008-09-13 22:41:30 +00:00
Johannes Schickel
f01a4a8845 Cleanup of thumbnail saving/loading code.
svn-id: r34060
2008-08-20 15:08:00 +00:00
Jordi Vilalta Prat
38a8aa516e Allow static and dynamic plugins to be used at the same time
svn-id: r31888
2008-05-06 03:00:26 +00:00
Robin Watts
d2513eb5f5 Yet another missing change from the proc3 ARM code stuff; add proc3ARM.o to
the list of modules to build if USE_ARM_COSTUME_ASM is defined.

svn-id: r30898
2008-02-17 20:25:07 +00:00
Jordi Vilalta Prat
66e9d4f5e8 Removed trailing spaces.
svn-id: r30664
2008-01-27 19:47:41 +00:00
Eugene Sandulenko
e5e53a0017 Split out charset font data for easier maintenance
svn-id: r30121
2008-01-01 15:36:50 +00:00
Eugene Sandulenko
ac54f3a26f Patch #1858158: BUILD: Plugin building cleanup
svn-id: r30041
2007-12-28 07:52:56 +00:00
Travis Howell
410a4a974e Enable Windows version of early HE games by default, to match already enabled 3DO/DOS/Macintosh versions of early HE games. Adding only the minimum code required for HE70 games.
svn-id: r30011
2007-12-27 11:40:29 +00:00
Eugene Sandulenko
44405b664f Put ScummNESFile class into separate file.
svn-id: r28497
2007-08-08 23:31:21 +00:00
Robin Watts
b1feb9c65c This commit adds a new build define USE_ARM_GFX_ASM (and sets it for the WinCE
and DS builds). This causes the scumm engines graphics code to call ARM
routines to do drawStripToScreen and copy8col.

These routines were originally written for the DS port, and have now been made
available to any other ARM device out there that wants them. 

I've tested this change on WinCE, but can't test it on the DS as I don't have
one. We know that the routines work there though.

svn-id: r28016
2007-07-10 20:20:50 +00:00
Paweł Kołodziejski
c88567aa79 added arm assembly from patch #1742112 for codec47. (and really build arm code this time)
svn-id: r27685
2007-06-24 07:02:55 +00:00
Max Horn
579a3fe7cf Renamed plugin.cpp to detection.cpp in all engines
svn-id: r26622
2007-04-27 20:23:25 +00:00
Eugene Sandulenko
393478a143 Rename C64 file to V0 as well.
svn-id: r25856
2007-02-25 14:47:51 +00:00
Eugene Sandulenko
8ef5e88323 Add support for HE CUP demos based on cyx's standalone player.
svn-id: r24636
2006-11-06 13:40:24 +00:00
Max Horn
2a314fa8a7 Oops, forgot to check in engines/scumm/module.mk
svn-id: r24539
2006-10-27 22:58:48 +00:00
Max Horn
9a955180a4 * Renamed config.mak to config.mk
* Renamed common.rules to rules.mk
* Removed explicit declaration of MODULE_DIRS in various spots (instead we let rules.mk compute it)

svn-id: r23275
2006-06-24 08:48:11 +00:00
Lars Persson
4bc3f94589 Small correction, added space between filename and new line.
svn-id: r22805
2006-05-31 19:28:54 +00:00
Travis Howell
3830ac06b3 Add initial DXA support for HE games
svn-id: r22384
2006-05-08 10:21:17 +00:00
Torbjörn Andersson
165265166b Updated for Jamieson630's latest iMUSE changes.
svn-id: r21242
2006-03-12 18:46:33 +00:00
Travis Howell
5bf6fdf2f5 Update, to add new imuse file
svn-id: r21087
2006-03-05 05:53:29 +00:00
Max Horn
bac32d1a5c Moved ScummFile etc. to the new file.cpp / file.h
svn-id: r21038
2006-03-03 15:16:02 +00:00
Max Horn
331110271b Moved the plugin interface code of the SCUMM engine into a separate source file
svn-id: r20885
2006-02-25 19:20:51 +00:00
Max Horn
81e8a2860e Moved iMUSE code to the new directory engines/scumm/imuse/
svn-id: r20801
2006-02-20 20:57:26 +00:00
Eugene Sandulenko
eba1653904 o Renamed script_v6he.cpp and script_v7he.cpp to script_v60he.cpp and
script_v70he.cpp respectively since we use 2 digits for HE versioning.

o Also renamed resource_v7he.* to resource_he.* because it is actually not
  HE70-specific but is used by all HE70+ titles.

svn-id: r20703
2006-02-15 18:48:49 +00:00
Eugene Sandulenko
10c7835cfc Moved all he-specific source files to engines/scumm/he/ subdirectory
svn-id: r20696
2006-02-15 00:57:50 +00:00
Max Horn
80cf2fa46f Reduced data duplication in module.mk files; added module.mk files for null and x11 backends; added engines/module.mk
svn-id: r20584
2006-02-12 00:16:31 +00:00
Max Horn
26ee630756 Moved engines to the new engines/ directory
svn-id: r20582
2006-02-11 22:45:04 +00:00