Currently only Xcode knows how to compile storyboard files. But if
we keep the UILaunchStoryboardName in the Info.plist this causes
a black screen on launch, and removing it allows getting the
UILaunchImages instead.
The PC Speaker streams are hardcoded at 22Khz, but when the
ScummVM queueing audio streams were created, they were being
set at the mixer rate of 44Khz. Which caused an error,
because the queueing audio stream expected the added streams
to be at the same rate. For now, the best solution seemed to
be to ignore the passed rate, and hardcode the queueing
audio streams to a rate of 22Khz to match.
The initial list comes from the Pentagram codebase, will need some disassembly
of regret.exe to get much further.
Also removed the (now unused) code that did usecode disassembly things for
Pentagram.
ZMachine saves also includes the current execution
stack. So I'm honestly not sure how to create an
autosave in the background that has a valid stack
than can be properly restored. With an imminent
release, it's better to disable autosaves for now
Add support for dividing the playing rate of Paula and SoundFx audio
by integers other than 1. This is going to be used in the Cine engine
for dividing the playing rate of music in the Amiga version of Operation
Stealth by 2 to get it to sound right. Otherwise it sounds too high
pitched.
This is groundwork for fixing bug #11676.
Previously frequency of zero samples crashed the debug version,
now they are simply discarded. Also the frequency calculation is done
differently in the Amiga version of Operation Stealth than in the
Future Wars. This fixes playing samples in Amiga versions of Operation
Stealth (Not crashing on frequency of zero samples and playing the
samples at their right pitch).
The .AMI files load better with loadSpl function than loadAni.
Using loadAni for some of the files resulted in garbled sound when
the input data was presumed to be 4-bit although it was 8-bit.
Fixes loading of some Amiga samples in Operation Stealth
(Not all samples were affected). Addresses bug #11676.
The instrument names are a maximum of 22 characters in length but
were previously shortened to a maximum of 8 characters. At least in
Amiga versions of Operation Stealth some of the instrument names are
longer than 8 characters and failed to be loaded because of this.
Raising the limit from 8 to 22 characters fixes this.
Addresses bug #11676.
Addresses most of the issues in bug #11293
Does not address the "Hanoi is not facing McCoy when speaking to him" bullet, which only occurs on specific banter talk
We need to find the actual interpreter difference that causes this bug,
and not patch scenes in this manner, as this bug does not occur with
the original. There is still no explanation why this bug occurs in
ScummVM, so it's best to revert the inserted script code, as it caused
a regression in bug #11671.
This reverts commit 6216f855a801eba65727392a67f29224f38ea2e9.