Commit Graph

61651 Commits

Author SHA1 Message Date
Eugene Sandulenko
7e07e3448e FULLPIPE: Implement sceneHandler38() 2014-01-19 16:59:18 +04:00
Eugene Sandulenko
151a13d82d FULLPIPE: Implement scene38_setBottleState() 2014-01-19 16:37:09 +04:00
Eugene Sandulenko
a5a60d565e FULLPIPE: Plug scene38 in 2014-01-19 16:28:47 +04:00
Eugene Sandulenko
f923425692 FULLPIPE: Initial code for scene38 2014-01-19 16:19:43 +04:00
Strangerke
f5748d16eb NEVERHOOD: Add a todo in the readme related to engine data 2014-01-18 14:52:25 +01:00
Strangerke
bd90eddd10 MORTEVIELLE: Enable engine by default 2014-01-18 14:50:09 +01:00
D G Turner
0af3db72c5 CONFIGURE: Disable taskbar integration for Dreamcast.
This caused an exception if a error() call occurs, rather than a
clean exit. This occurred in the defaultErrorHandler() function of
engines/engine.cpp, probably due to g_system->getTaskbarManager()
returning a null pointer.
2014-01-18 12:56:39 +00:00
Torbjörn Andersson
64a58316aa FULLPIPE: Silence GCC warnings. 2014-01-18 13:19:08 +01:00
Eugene Sandulenko
dc7fc44929 FULLPIPE: Renames in scene37. This completes the scene 2014-01-18 13:49:19 +02:00
Eugene Sandulenko
ce69278a48 FULLPIPE: Implement sceneHandler37_updateRing() 2014-01-18 13:42:18 +02:00
Eugene Sandulenko
7445f89353 FULLPIPE: Plug scene37 in 2014-01-18 12:07:28 +02:00
Eugene Sandulenko
d122b201d6 FULLPIPE: Implement sceneHandler37_setRingsState() 2014-01-18 12:06:05 +02:00
Eugene Sandulenko
8a229f5a66 FULLPIPE: Implement sceneHandler37() 2014-01-18 12:01:06 +02:00
Eugene Sandulenko
9a4d233fc5 FULLPIPE: Implement scene37_updateCursor() 2014-01-18 11:28:57 +02:00
Eugene Sandulenko
9dd3c9d2b7 FULLPIPE: Plug scene37 in 2014-01-18 11:26:51 +02:00
Eugene Sandulenko
66e252bafc FULLPIPE: Initial code for scene37 2014-01-18 11:17:57 +02:00
Johannes Schickel
fd312ddfe3 KYRA: Slight formatting fix. 2014-01-18 03:27:57 +01:00
Johannes Schickel
4349ee8b3b SCUMM: Fix some GCC warnings. 2014-01-18 03:27:23 +01:00
Torbjörn Andersson
18ef3ed6b3 KYRA: Make pointers to VQAHeader const
This is just to enforce the idea that VQADecoder owns the VQAHeader
and that the audio/video tracks are only allowed to look at it, not
change it.
2014-01-18 03:18:40 +01:00
Torbjörn Andersson
16d36224e2 KYRA: Restructure the VQA decoder, as suggested by clone2727
Untangled the audio and video track from each other, and the parsing
of the stream from the decoding of its data. Also fixed a memory leak
as it turns out deleting a Surface doesn't free its data. You have to
call free() in it.

I have only checked the intro, not every cutscene, but that seems to
work fine at least.
2014-01-18 03:18:40 +01:00
Torbjörn Andersson
238aa2be2a KYRA: Let the VQA decoder draw directly to the backend
As an alternative to using the Screen class's functions, we can let
the VQA decoder draw directly to the backend. This won't work if the
game uses "hi-res mode", but I don't think that's ever the case for
Malcolm's Revenge. I believe the KyraEngine_MR::playVQA() function
ensures that the screen is properly updated after the movie has
finished.

This almost limits the VQA rewrite to vqa.cpp and vqa.h. Whether it's
better this way than changing the Screen functions to take a 'pitch'
parameter...? I don't know. But it's an alternative.
2014-01-18 03:18:40 +01:00
Torbjörn Andersson
19cb3499f5 KYRA: Rewrite the VQA decoder, using the VideoDecoder classes
There isn't really a lot of benefit to this, but I think it's nicer
if all our video decoders at least try to use the same infrastructure.
2014-01-18 03:18:40 +01:00
Matthew Hoops
c9b2c16680 VIDEO: Fix a typo in the include guard 2014-01-17 21:06:13 -05:00
Matthew Hoops
d73df0d28c VIDEO: Add MJPEG support 2014-01-17 21:02:11 -05:00
Johannes Schickel
417064e311 Merge pull request #417 from digitall/STACK_fixes
ALL: Fix optimization unstable code on checking for null after new.
2014-01-17 17:48:16 -08:00
Matthew Hoops
b23f764028 VIDEO: Rename the Motion JPEG decoder to JPEG to better reflect its purpose
This JPEG is separate from the modified JPEG format used in MJPEG
2014-01-17 19:17:29 -05:00
Matthew Hoops
c8ea0dcd10 NEWS: Fix order of games/engines 2014-01-17 19:04:27 -05:00
Matthew Hoops
131e83d8aa NEWS: Mention HE save changes 2014-01-17 19:02:41 -05:00
clone2727
9d9ced0734 Merge pull request #366 from clone2727/he-saves-target-name
RFC: Make HE games use the target name in all save files
2014-01-17 15:59:44 -08:00
Strangerke
c87074f8a8 MORTEVIELLE: Some refactoring in Action 2014-01-17 21:52:50 +01:00
Strangerke
0d4d7a66a9 MORTEVIELLE: rename a variable 2014-01-17 21:28:08 +01:00
Eugene Sandulenko
3587d87047 FULLPIPE: Enable scene35 2014-01-17 20:32:06 +02:00
Eugene Sandulenko
8388714ac9 FULLPIPE: Renames in scene35. This completes the scene 2014-01-17 13:57:17 +02:00
Eugene Sandulenko
8a2b186382 FULLPIPE: Implement sceneHandler35_genFlies() 2014-01-17 13:46:39 +02:00
Strangerke
05360d66c5 MORTEVIELLE: Remove unused structure and an obsolete comment 2014-01-17 07:39:34 +01:00
D G Turner
3cf79e0792 CGE: Further alignment fixes to Bitmap class.
This fixes bug #6476 - "DC: Soltys (CGE) crashes at start up".
2014-01-17 04:32:13 +00:00
Johannes Schickel
9afeafd3fd TONY: Cleanup (don't compare pointer with false). 2014-01-16 22:58:38 +01:00
Johannes Schickel
67bf71f43a KYRA: Slight cleanup. 2014-01-16 22:56:52 +01:00
Johannes Schickel
e00ae0918a AUDIO: Cleanup MT-32 code a bit.
This removes overwrites in ReportHandlerScummVM which are simply the default
implementation anyway. A side effect is that this silences/fixes a warning
about the former onProgramChanged to hide an virtual method due to parameter
differences.
2014-01-16 22:46:21 +01:00
Eugene Sandulenko
5ccec11d52 FULLPIPE: Implement sceneHandler35_startFlow() 2014-01-16 23:39:06 +02:00
Eugene Sandulenko
0bb98d6876 FULLPIPE: Implement sceneHandler35_stopFlow() and _shrink() 2014-01-16 23:39:06 +02:00
Eugene Sandulenko
ad33e9c026 FULLPIPE: Implement sceneHandler35() 2014-01-16 23:39:06 +02:00
Johannes Schickel
1eb10b1a46 AUDIO: Register EAS sound driver as plain sound type.
MIDI code will control volume via MIDI events thus the generated audio should
not be affected by mixer sound volumes.

The initial commit 0e6cdfd675 added it as music
sound type. Might be copied from the (also) incorrect FluidSynth code.
2014-01-16 22:21:39 +01:00
Johannes Schickel
d99f23fb10 AUDIO: Register FluidSynth driver as plain sound type.
MIDI code will control volume via MIDI events thus the generated audio should
not be affected by mixer sound volumes.

The initial commit(s) in d4d045b117 /
13dc149ded added it as music sound type.
So, this seems to be a long standing issue.
2014-01-16 22:20:23 +01:00
Johannes Schickel
5ea87462e4 AUDIO: Register MT-32 emulator as plain sound type.
Formerly the audio stream was registered as sfx. This is incorrect behavior
since the client code will control music volume with MIDI events on its own.
It seems 67b311713d introduced this very long
ago.

This should fix unintended coupling of sfx volume and music volume in BASS.
2014-01-16 22:18:47 +01:00
Eugene Sandulenko
f60b6cb17d FULLPIPE: Plug scene35 in 2014-01-16 18:27:49 +02:00
Eugene Sandulenko
f79390fea2 FULLPIPE: Initial code for scene35 2014-01-16 18:27:49 +02:00
uruk
19ae43aa18 AVALANCHE: Move Clock to dedicated files. 2014-01-15 23:04:59 +01:00
uruk
f2206381bc AVALANCHE: Fix another bug regarding speaking.
This prevents the player from giving commands to Avalot when the
character is tied up to a tree, so it's impossible to break the game's
consistency that way.
2014-01-15 20:36:26 +01:00
uruk
ee0d3b609f AVALANCHE: Repair bug regarding speaking in bed. 2014-01-15 20:22:30 +01:00