Paul Gilbert
3fda42fbff
SHERLOCK: Initiial handling of scaling in transBlitFrom
2015-06-06 14:25:09 -04:00
Paul Gilbert
57017e4bc1
SHERLOCK: Increase size of RT _talkHistory
2015-06-06 12:03:54 -04:00
Paul Gilbert
e48d6aecae
SHERLOCK: Implement setupBGArea
2015-06-06 11:37:00 -04:00
Paul Gilbert
fda0d009ae
SHERLOCK: Implement cmdSetNPCOn and cmdSetNPCOff script commands
2015-06-06 11:03:21 -04:00
Paul Gilbert
1b81ea16f0
LURE: Remove unused function prototype
2015-06-06 06:59:52 -04:00
Paul Gilbert
566d4805ef
SHERLOCK: Move the Talk descendant classes into their own files
2015-06-05 23:05:22 -04:00
Paul Gilbert
389d453f0e
SHERLOCK: Implement cmdMouseOnOff opcode
2015-06-05 22:52:26 -04:00
Paul Gilbert
5e3b9c8f69
SHERLOCK: Don't reset map position when changing RT scene
2015-06-05 22:43:54 -04:00
Paul Gilbert
71604c3a46
SHERLOCK: Fix initialization and syncing of map _overPos
...
This won't affect existing savegames, since we don't allow saving when
the map is active anyway. This is just in case we ever allow it.
2015-06-05 22:41:53 -04:00
Paul Gilbert
993b7af355
SHERLOCK: Fix movement in adjustObject
2015-06-05 22:27:54 -04:00
Paul Gilbert
97f7839f71
SHERLOCK: Handle difference in RT SOUND_CODE range
2015-06-05 22:17:30 -04:00
Paul Gilbert
384dad6729
SHERLOCK: Fixes for RT object sequence handling
2015-06-05 21:16:52 -04:00
Paul Gilbert
9ada143d14
SHERLOCK: Further FIXED_INT_MULTIPLIER refactoring
...
Also converted multiplier factor from 100 to 1000, which will be
needed for Rose Tattoo
2015-06-05 21:13:48 -04:00
Paul Gilbert
cf76576035
SHERLOCK: Removed unused _savedStats
2015-06-05 21:10:07 -04:00
Paul Gilbert
8ede67cd94
SHERLOCK: Fix map player icon jerking when reaching destination
2015-06-05 21:07:14 -04:00
Torbjörn Andersson
003afa45a3
SHERLOCK: "Fix" corruption in Rose Tatto intro
...
It still looks bad, but given the comments it makes more sense to
copy from _backBuffer2 than trying to copy an invalid portion of
the frame.
2015-06-05 23:55:33 +02:00
Torbjörn Andersson
766b4fdde6
SHERLOCK: Scalpel and Rose Tattoo have different SCENE_COUNT
...
Though at the moment, the SCENE_COUNT for Rose Tattoo is just a
guess.
2015-06-05 08:17:47 +02:00
Paul Gilbert
fb8e745e11
SHERLOCK: Simplify decompressFrame, and fix RT transparencies
2015-06-04 22:06:05 -04:00
Matthew Hoops
bb1ebffbea
IMAGE: Move a memcpy out of a loop it shouldn't be in
2015-06-04 20:26:29 -04:00
Matthew Hoops
ebc5a75ca3
IMAGE: Mark Cinepak as being used by Sherlock
2015-06-04 20:26:29 -04:00
Paul Gilbert
f2d3d5f160
SHERLOCK: Add another use of FIXED_INT_MULTIPLIER
2015-06-04 20:04:28 -04:00
Paul Gilbert
26bbfec729
SHERLOCK: Fix setting up default RT player position
2015-06-04 19:55:32 -04:00
Matthew Hoops
2f707bf207
AUDIO: Rewrite the AIFF decoder to support AIFC
2015-06-04 19:47:41 -04:00
Matthew Hoops
b986b44827
AUDIO: Do not read the entire AIFF buffer into memory
2015-06-04 19:47:37 -04:00
Matthew Hoops
4266d76ce4
AUDIO: Mark AIFF as being used by BBVS
2015-06-04 19:47:32 -04:00
Matthew Hoops
3d1da64249
AUDIO: Only expose makeAIFFStream to clients
2015-06-04 19:47:28 -04:00
Matthew Hoops
c76e30d01c
SCI: Only use makeAIFFStream instead of loading the sound twice
2015-06-04 19:47:23 -04:00
Paul Gilbert
49295c5b8b
SHERLOCK: Add RT post-processing for loadScene
2015-06-04 19:37:59 -04:00
Torbjörn Andersson
e71553af3b
AUDIO: Add more engines that use wave.h that I missed before.
2015-06-05 01:37:02 +02:00
Torbjörn Andersson
34261b3fce
AUDIO: Update list of engines that use wave.h
2015-06-05 01:32:39 +02:00
Paul Gilbert
fd6da47906
SHERLOCK: Implemented remaining new sequence opcodes in checkObject
2015-06-04 19:21:48 -04:00
Torbjörn Andersson
69f389cc15
SHERLOCK: Use standard WAV decoder for The Case of the Rose Tattoo
...
This allows the intro to run a tiny bit further, before crashing.
2015-06-05 00:48:02 +02:00
Martin Kiewitz
30d3cc541a
SHERLOCK: 3DO changes
...
- journal.txt is actually missing
- chess.txt is the same as on PC
- information about 3DA/3DX files
2015-06-05 00:18:39 +02:00
Martin Kiewitz
74d3121f9d
SHERLOCK: add comments about 3DO resources
2015-06-04 22:29:29 +02:00
Martin Kiewitz
16d124b231
SHERLOCK: tiny bit of work on 3DO
2015-06-04 20:51:27 +02:00
Martin Kiewitz
37cc8df5a5
SHERLOCK: 3DO movie player improvements
...
- allow DACQ and JOIN chunks (skip them)
- improve unknown chunk tag error messages
2015-06-04 17:54:13 +02:00
Martin Kiewitz
7de11f1362
SHERLOCK: 3DO movie player unsupported codec msg
2015-06-04 16:57:33 +02:00
Martin Kiewitz
45c5898230
SHERLOCK: 3DO movie player comments
2015-06-04 16:01:43 +02:00
Martin Kiewitz
4dec07bf2d
SHERLOCK: improve 3DO movie player, add SDX2 codec
...
- queue up to 0.5 seconds of audio to avoid buffer underruns
- support for SDX2 codec
- put both audio codecs into audio/decoders/3do.cpp
- made movie player capable of playing EA logo movie
2015-06-04 15:53:54 +02:00
Paul Gilbert
9d67c95359
SHERLOCK: Fix gcc warnings
2015-06-03 22:05:52 -04:00
Paul Gilbert
ff28b217b3
SHERLOCK: Implemented checkWalkGraphics
2015-06-03 21:51:46 -04:00
Paul Gilbert
60378fe228
SHERLOCK: Implemented setObjTalkSequence methods
2015-06-03 21:03:44 -04:00
Paul Gilbert
bc7127c522
SHERLOCK: Fix resetting cursor when leaving the map
2015-06-03 19:10:33 -04:00
Paul Gilbert
dce570c7e9
SHERLOCK: Fix resetting cursor when resetting UI
2015-06-03 19:06:14 -04:00
Paul Gilbert
3dac0c6646
SHERLOCK: Implement changes for checkObject
2015-06-03 18:42:32 -04:00
Paul Gilbert
2cec902479
SHERLOCK: Fix issues with drawAllShapes
2015-06-03 18:37:54 -04:00
Torbjörn Andersson
12e4152429
SHERLOCK: Clarify "song" command usage
...
Though now that I've realized that loadMusic() takes a room number,
I see there seems to be at least one song that can't be played
this way...
2015-06-03 22:33:12 +02:00
Torbjörn Andersson
405914d655
SHERLOCK: Add "song" debugger command
...
It could be more user-friendly, but should work well enough for now.
2015-06-03 22:12:53 +02:00
Martin Kiewitz
7b9455c242
SHERLOCK: unpause engine, when exiting the console
2015-06-03 22:12:02 +02:00
Martin Kiewitz
626244394a
SHERLOCK: 3do movie player non-FFR thx clone2727
...
sherlock seems to only use a fixed frame rate
but we now support dynamic frame rate timing
2015-06-03 19:47:01 +02:00