uninitialized values. Now the only warnings I got were from libmpeg2
itself, and I don't know how serious that is.
I've also added some code - disabled by default - to allow the cutscenes to
run with libmpeg 0.3.1, since that's what I've got on my Linux box. It
appears to work on that one, though I only have the "eye" cutscene on it
yet.
Ogg Vorbis playback is still broken for me under Windows, though. I wonder
if it is because I don't have the very latest Ogg Vorbis libraries on it
(since I didn't manage to compile them under MinGW). But surely the file
format hasn't changed in any important way...?
svn-id: r12374
grows larger, both when fading up or down. This fixes the problem where the
volume would "jump" when changing the fading "direction" of a stream.
Also changed the logic for deciding which music stream to stop if both
streams are playing and a third stream is started. Before it always tried
to pick the one that was fading down. Now it will pick the one with the
lowest volume, assuming that the more faded a stream is the lower its
volume.
Together, this should fix some abrupt music changes at the watchman's hut,
where it would sometimes start two music streams in rapid succession.
svn-id: r12372
interpolation frames. It shouldn't delay anything, but I'm hoping it will
allow the other threads some breathing room, which might help bug #875683.
Or not. We'll see.
svn-id: r12357
minor cleanups. (Mostly spacing and indentation).
Unfortunately the Ogg Vorbis playback causes ScummVM to crash for me, so I
can't say for certain that I didn't break anything.
svn-id: r12356
overlapping.
Enabled some sanity-checking code.
Fixed clearWalkGridList() so that it clears the entire walk grid list. That
was a really stupid bug of mine, and I hope it had at least some bearing on
the rare (for me, at least) walk problems I've seen.
svn-id: r12154
renders the entire screen every frame, but it tries to update (i.e. copy to
the backend) only the parts of the screen that actually changed. At least
approximately so.
svn-id: r12142
and it now fades both up and down.
Plenty of cleanups, simplifications and just moving code around to group it
in what I hope is a more logical fashion.
Fixed a long-standing bug where spot effects would eventually use up all
available sound effect handles. (I may have introduced this when I removed
the expiration of sound effects from FxServer().)
svn-id: r12108
to have the credits.bmp file, though if you don't you won't see the
"Smacker" logo. (Whether or not this is a feature is open to debate.)
Happy New Year!
svn-id: r12062
open so that it can be re-opened afterwards. It's not so much that it may
have changed, but it may have been closed.
This should fix a crash when escaping the credits.
svn-id: r12055
checking the GF_DEMO flag. (There's still one "unnecessary" reference to
GF_DEMO in functions.cpp, but I plan on rewriting that function soon so I
don't want to touch it right now.)
svn-id: r12009
o Removed SoundMixer::bindToSystem()
o In scumm, replaced _silentMixer, _silentDigitalImuse and _noDigitalSamples by SoundMixer::isReady()
svn-id: r11893
"restart script" opcode. To actually verify this, though, I'd need to find
a case where any other script than script 0 at offset 0 is restarted...
svn-id: r11638
of an animated cutscene while the mixer was still using it. Oddly enough, I
didn't encounter this bug when I played through the game recently, but
today it happened every time at the end of the cutscene where Nico finds
the jaguar stone.
svn-id: r11637
aligned, never flipped and never RLE16-compressed. Simplified the code
accordingly. (Displaying the restore dialog when specifying an unused save
slot from the command-line works again now.)
Plus some minor cleanups.
svn-id: r11550
files with a primitive and incomplete tool to present resource information.
(It may evolve into something useful and/or presentable later. Much later.)
I've found no evidence whatsoever that the mysterious blend & 0x02 case is
ever used. Since the code makes no sense to me, I've removed it.
svn-id: r11538
"nosubtitles", let's change this one as well. Of course, it does break
compatibility with old config files, but I guess the worst that can happen
is that we have an unused "nosubtitles" line in addition to the used
"subtitles" line...
svn-id: r11464
console a bit earlier so that error messages about missing files will be
more obvious to the user. (If an error happens that early, some of the
debugger commands will cause ScummVM to crash. I might look into that
later.)
svn-id: r11443
understand the idea was to allow moving objects to take up space in the
scene, thus forcing actors to move around them, or something like that.
However, the number of extra bars/nodes was always zero.
svn-id: r11365
Added tentative workaround for the bug (a script bug, I think) that causes
the game to hang when examining the lift at the top of the pyramid.
And, of course, some misc. cleanup.
svn-id: r11359
still uses it are the engine's global variables which, on the other hand,
are used *everywhere*.
I'll have to think some more about those. I guess I should take a closer
look at how the other engines handle them. (That goes for a lot of things
by the way.)
svn-id: r11349
menu, and wasn't even necessary there so I've removed it. That means the
tony_gsdk.cpp file is no longer necessary. Sorry Tony, but at least you
still have your own debugger command! ;-)
svn-id: r11342
over the past few weeks, except for g_sword2. (Of course, this doesn't
necessarily make the code any prettier, but we can work on that later.)
svn-id: r11309
If a cluster file isn't found the resource manager will first check if it's
one of the files that it expects to find on the hard disk. If so, it's
considered a fatal error.
Otherwise it will present the user with an "Insert CD1" or "Insert CD2"
message, just like the original did. Unlike the original, the user will
have to press a button or click the mouse to indicate when he's done. I
don't know if we even can detect the CD automatically in any portable way.
As far as I can see, we'll need at least two separate path settings for
this to actually work: one for the HD install directory, and one or two for
the CDs. The file that are supposed to be found on the HD are only on one
of the CDs, so the amount of CD swapping would probably be unbearable
otherwise.
As a consequence, I haven't actually tried running the game from CD yet.
By the way, the old caching code has been removed completely now. All it
did was to copy the cluster file to HD for faster access. ScummVM never did
that, but so far no one has complained.
svn-id: r11273
game expects to find the various cluster files. I plan to look into making
the game playable from CD, and this should help during the testing.
svn-id: r11262
etc. to the different opcodes. Until now it has done so by casting the
pointer to an int32 (opcode parameters are represented as arrays of int32)
and then the opcode function casts it back to whatever pointer it needs.
At least in C there is no guarantee that a pointer can be represented as an
integer type (though apparently C99 may define such a type), so this has
struck me as unsafe ever since I first noticed it.
However, since all such pointers appear to point to the memory block owned
by the memory manager, we can easily convert them to integers by treating
them as offsets into the memory block. So that's what I have done. I hope I
caught all the occurences in the opcode functions, or we're going to have
some pretty interesting regressions on our hands...
svn-id: r11241
and removed some of the references to global variables.
At this point I believe everything in the main game engine has been moved
into classes - not necessarily the correct ones, but still... However,
there is some stuff in the driver directory that need to be taken care of
as well.
svn-id: r11207
Renamed the resource manager's open/close methods openResource() and
closeResource() to avoid confusion. (It was I who originally shortened
their names to open() and close(), but I've changed my mind now.)
Moved more stuff into Sword2Engine.
svn-id: r11088
function that creates the panning table. The difference is that you now
have to tell whether you want one for normal or reverse stereo, so you are
not dependent on the previous state of the table.
(I still think it may be possible to get rid of the panning table
completely, but that's for later cleanups.)
svn-id: r11027
file, plus some other cleanup. I don't know how the config manager decides
if/when to save the settings to file, but we can worry about that later.
svn-id: r11001
console from the SCUMM engine. I decided that would be easier than to clean
up the original console code.
Unfortunately there's a bunch of code that I just copied - a pretty lousy
form of code-reusal. It'd be nice if the console could be made part of the
Engine class, or something like that.
Most of the debug commands seem to be working. Some aren't relevant for
ScummVM, and some are a bit obscure so I'm not quite sure what they're
supposed to be doing.
svn-id: r10978
touches a lot of the code, of course, and adds yet another global variable
(temporarily, I hope), but everything still seems to work.
Knock on wood.
svn-id: r10806