Commit Graph

306 Commits

Author SHA1 Message Date
Eugene Sandulenko
2fb8a8e453 o Moved GAME_* to SagaEngine object
o Renamed GAME_ITE_* to GID_ITE_*
o Renamed GID_ITE and GID_IHNM to GType_ITE and GType_IHNM

svn-id: r16258
2004-12-22 13:09:47 +00:00
Eugene Sandulenko
c6c2ed9c48 Implement sprites scaling. Though it seems too zealous for me, i.e. sprites
scale down too fast. Will compare it with original soon.

svn-id: r16244
2004-12-21 16:12:03 +00:00
Andrew Kurushin
412df729a2 - some fixes for previous commit (incrementation of sampleResourceId)
- previous commit also introduce sound speech of first scene in ITE DOS version

svn-id: r16240
2004-12-21 10:30:49 +00:00
Torbjörn Andersson
839fc0df83 Fixed warning.
svn-id: r16239
2004-12-21 08:03:32 +00:00
Andrew Kurushin
ea3b0d1100 - rewritten actors speech engine :
1) there are three types of speech: one acor, multiple actor, non actor
  2) slow speech implemented
  3) uses native engine flags (async,noanimate...) instead of semaphores
- proper timings implemented

svn-id: r16237
2004-12-21 06:49:07 +00:00
Andrew Kurushin
3f55bee199 - implemented perspective actors calculation
TODO: decodeRLESprite must do scale

svn-id: r16135
2004-12-19 13:38:11 +00:00
Andrew Kurushin
34dd84f339 now actors will not stuck in the middle of dialog
svn-id: r16123
2004-12-18 21:38:56 +00:00
Andrew Kurushin
62224e135b - updating actors state so they can be clipped on drawing (intro now runs without artefact)
- order list now uses only in draw section
- drawList rename to drawActors

svn-id: r16122
2004-12-18 20:33:02 +00:00
Andrew Kurushin
1724d00962 sprite loading fix in win demo
svn-id: r16119
2004-12-18 16:08:59 +00:00
Andrew Kurushin
79ce4de942 - all actors creates on start
- many parts renamed to proper names

regression: unexpected actor apeared while intro is played

svn-id: r16104
2004-12-17 20:38:17 +00:00
Andrew Kurushin
28e5422fd8 actors rearrangement bugfix
svn-id: r16094
2004-12-17 11:18:56 +00:00
Eugene Sandulenko
13a4006b69 Proper fix for line endings.
svn-id: r16089
2004-12-16 21:33:58 +00:00
Andrew Kurushin
af5996f99a trying remove CRLF
svn-id: r16088
2004-12-16 21:30:06 +00:00
Andrew Kurushin
c1810c8de2 reorderUp and reorderDown should return new item position
svn-id: r16087
2004-12-16 20:49:17 +00:00
Torbjörn Andersson
e39bec5419 Removed unused variable.
svn-id: r16076
2004-12-16 10:58:50 +00:00
Gregory Montoir
eae8e5cbc7 fix compilation (under mingw/gcc3.4)
svn-id: r16062
2004-12-15 20:22:52 +00:00
Eugene Sandulenko
8ce9683bca Fix warning
svn-id: r16061
2004-12-15 20:11:39 +00:00
Eugene Sandulenko
2bf74ffd35 Forgot to remove ys_dl_list.o
svn-id: r16059
2004-12-15 12:12:57 +00:00
Eugene Sandulenko
502b279d24 Patch #1081904 ITE: MAC demo support
o Endianness-aware resource loading
o Removed ys_dl_list in favor of our object implementation
o Cleanup in actor code
o Partial support for ITE Mac rereleased demo

svn-id: r16051
2004-12-15 00:24:12 +00:00
Max Horn
e1f6101140 use loadVOCFromStream
svn-id: r16036
2004-12-11 23:36:17 +00:00
Robert Göffringmann
0d7ab01640 Pass subdirectories to gamedetector functions
svn-id: r16002
2004-12-09 15:06:49 +00:00
Eugene Sandulenko
ece69c12e8 Use some disassembly-based values.
svn-id: r16000
2004-12-08 03:15:36 +00:00
Max Horn
f09293b22c Clean up OSystem::Event
svn-id: r15990
2004-12-05 17:42:20 +00:00
Torbjörn Andersson
76bf11cbdf Oops, I forgot to make this change before making the last commit.
svn-id: r15978
2004-12-03 19:19:56 +00:00
Torbjörn Andersson
c64c7eb4d4 First pass at migrating from the old Reinherit console to the ScummVM
console.

Some things are likely to have broken. For instance, I believe the old
console was could be visible during gameplay, while ScummVM's is modal. So
any place where we output something to the console during gameplay should
probably be removed.

Some things I've stubbed out. Basically any code that registers a variable.

Most of the debugging commands are untested.

Syntax may have changed because of different command-line parsing. (I never
actually used the old console, so I don't know for sure. :-)

Actually, I'm not that interested in reproducing the old console commands
faithfully. What we should do now is to make the immediately useful console
stuff work. Anything that remains unimplemented should probably be removed.

svn-id: r15976
2004-12-03 19:15:44 +00:00
Torbjörn Andersson
2cfdcb5a59 Stop sounds at the beginning of a scene. Two reasons: we already stop
voices at the same time, and I didn't want the looping background sound in
the IHNM intro to keep playing if escaping during the "hate speech".

svn-id: r15975
2004-12-03 13:39:00 +00:00
Max Horn
5d5a13eec7 Moved MidiDriver creation code into the MidiDriver class (as static methods), same for some other MIDI related stuff
svn-id: r15968
2004-12-02 00:33:42 +00:00
Eugene Sandulenko
99503e3a32 Fix music volume
svn-id: r15959
2004-11-29 00:17:03 +00:00
Jerome Fisher
1b638b829e Who started this trend? :)
MT-32 emulator should be handled just like all other drivers, except that it should always be considered native MT-32.

svn-id: r15952
2004-11-28 23:08:05 +00:00
Torbjörn Andersson
0d951de5e9 Using a slightly hacked DOSbox I believe I have verified that the first
music track and the looping background noise over the "hate" speech are
correct. I was already pretty sure of the music, but the sound was just a
lucky guess.

The script LUT, which is what I really wanted to find, remains elusive,
though. I couldn't see it reading any part of the resource file that looked
anything like the script LUT in ITE.

svn-id: r15942
2004-11-28 18:28:40 +00:00
Torbjörn Andersson
988b0ce9c1 Added debug message similar to the one for the scene LUT.
svn-id: r15941
2004-11-28 18:26:09 +00:00
Max Horn
1a7ca2dc2a AudioStream::read() has been removed quite some time ago, now making sure that change is reflected everywhere
svn-id: r15911
2004-11-27 13:54:09 +00:00
Torbjörn Andersson
66b8bcd7eb Added looping background noise to the IHNM intro. I don't know if it's the
correct sound or the correct volume, but the small extension to allow the
engine to start looping sounds is worthwhile enough in itself, I think.

svn-id: r15895
2004-11-26 13:28:00 +00:00
Torbjörn Andersson
41d1be2ea8 After listening to some of the IHNM music from both the FM and GM music
files through the MIDI synth on my Soundblaster, I can only conclude that
they are both General MIDI, so I've changed our code to assume that in both
cases. The End Title (which we currently incorrectly play at the end of the
intro) sounds much better in Adlib this way, too.

Perhaps the original used a different GM to FM mapping than the one in our
adlib.cpp, but if so using the MT-32 to GM mapping isn't likely to improve
the situation.

We could add a way of replacing the GM to FM mapping in adlib.cpp, I guess.
Of course, that would only be worth it if the original sounds better than
our mapping.

svn-id: r15894
2004-11-26 10:04:36 +00:00
Eugene Sandulenko
de815bac90 Fix break introduced with last commit :).
svn-id: r15893
2004-11-26 00:57:29 +00:00
Max Horn
ca7f3814eb oops
svn-id: r15891
2004-11-26 00:24:25 +00:00
Max Horn
e1cc9b9e59 Make use of new graphic primitives (untested, I don't have saga -- please don't kill if this breaks, it should be trivial for you to fix it :-)
svn-id: r15888
2004-11-25 23:51:52 +00:00
Torbjörn Andersson
e79e0dec74 Reverted some more of yesterday's changes.
svn-id: r15884
2004-11-25 12:54:03 +00:00
Torbjörn Andersson
85e3627075 Tiny, almost unnoticeable, step towards IHNM script loading. We'll need to
figure out the correct values for IHNM_SCRIPT_LUT and _scriptLUTEntryLen.

svn-id: r15883
2004-11-25 07:20:50 +00:00
Torbjörn Andersson
03c32f05b0 Temporarily disable the status bar in IHNM. The only place where we drew it
so far, it shouldn't be drawn. Eventually we could probably handle this
with yet another panel mode: no panel at all.

svn-id: r15882
2004-11-25 07:18:35 +00:00
Torbjörn Andersson
7c43635212 Fixed a really stupid memory leak I introduced yesterday.
svn-id: r15881
2004-11-25 07:15:08 +00:00
Torbjörn Andersson
ee2f492cd9 Removed the hard-coded monologue. I realized that it was probably scripted,
and sev later confirmed this.

Instead I now try to start the - hopefully - correct scene. This should
start the script, but unfortunately we do not yet support IHNM script
loading so it won't work yet.

svn-id: r15880
2004-11-25 07:13:40 +00:00
Torbjörn Andersson
87ffc13324 Added the voice-overs and partial subtitles for the IHNM intro monologue.
svn-id: r15877
2004-11-24 15:02:00 +00:00
Torbjörn Andersson
373a19eef1 Added the next piece of music, to go along with AM's rantings. I'll
probably add some more of AM's speech soon, since that'd give me an
incentive to fix the remaining parts of the WAV playback code. I'll see if
I can add subtitles as well, like we do for ITE.

svn-id: r15876
2004-11-24 10:37:33 +00:00
Eugene Sandulenko
31e434dcf1 Fix a`ll engines. They work, though current fix is just temporary.
There are plans to add some brains to GameDetector class, which will let us
avoid passing detector to init() method.

svn-id: r15873
2004-11-24 00:14:21 +00:00
Max Horn
aad9f122c0 Added Engine::init() method; added return value to Engine::go()
svn-id: r15865
2004-11-23 00:03:25 +00:00
Torbjörn Andersson
a607d2248f But surely we should still call setGM(true) in the GM case, right...?
svn-id: r15854
2004-11-21 16:15:58 +00:00
Eugene Sandulenko
eb44281ecb o Removed astray debug output.
o MT-32 music is correct, though Adlib is not. There is apparently custom
 instrument remapping similiar to mt32->gm but it is different. With
 that remapping it sounds much closer to original.

svn-id: r15850
2004-11-21 00:37:18 +00:00
Max Horn
fa97d4ad89 Removing walkthrough stuff again (talked to aquadran about this, he had no objections)
svn-id: r15849
2004-11-20 23:49:11 +00:00
Torbjörn Andersson
c93f57b112 Slight adjustment/renaming.
svn-id: r15847
2004-11-20 17:32:47 +00:00