scummvm/engines/agos/vga_s2.cpp
Coen Rampen a72704764b AGOS: Fix Simon 2 intro first scene MT-32 music
The first scene of the Simon The Sorcerer 2 intro uses 3 music tracks. The last
2 are missing from the MT-32 MIDI data set. The original interpreter just stops
playing music after the first track and does not restart until the next scene.

This commit fixes this problem by using the GM versions of these 2 tracks
instead and mapping the GM instruments to MT-32 ones.
2022-05-09 17:19:43 +02:00

232 lines
6.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "agos/agos.h"
#include "agos/intern.h"
#include "agos/midi.h"
#include "agos/sound.h"
#include "graphics/surface.h"
namespace AGOS {
void AGOSEngine_Simon2::setupVideoOpcodes(VgaOpcodeProc *op) {
AGOSEngine_Simon1::setupVideoOpcodes(op);
op[56] = &AGOSEngine::vc56_delayLong;
op[58] = &AGOSEngine::vc58_changePriority;
op[59] = &AGOSEngine::vc59_stopAnimations;
op[64] = &AGOSEngine::vc64_ifSpeech;
op[65] = &AGOSEngine::vc65_slowFadeIn;
op[66] = &AGOSEngine::vc66_ifEqual;
op[67] = &AGOSEngine::vc67_ifLE;
op[68] = &AGOSEngine::vc68_ifGE;
op[69] = &AGOSEngine::vc69_playSeq;
op[70] = &AGOSEngine::vc70_joinSeq;
op[71] = &AGOSEngine::vc71_ifSeqWaiting;
op[72] = &AGOSEngine::vc72_segue;
op[73] = &AGOSEngine::vc73_setMark;
op[74] = &AGOSEngine::vc74_clearMark;
}
void AGOSEngine::vc56_delayLong() {
uint16 num = vcReadVarOrWord() * _frameCount;
addVgaEvent(num + _vgaBaseDelay, ANIMATE_EVENT, _vcPtr, _vgaCurSpriteId, _vgaCurZoneNum);
_vcPtr = (byte *)&_vcGetOutOfCode;
}
void AGOSEngine::vc58_changePriority() {
uint16 sprite = _vgaCurSpriteId;
uint16 file = _vgaCurZoneNum;
const byte *vcPtrOrg;
uint16 tmp;
_vgaCurZoneNum = vcReadNextWord();
_vgaCurSpriteId = vcReadNextWord();
tmp = to16Wrapper(vcReadNextWord());
vcPtrOrg = _vcPtr;
_vcPtr = (byte *)&tmp;
vc23_setPriority();
_vcPtr = vcPtrOrg;
_vgaCurSpriteId = sprite;
_vgaCurZoneNum = file;
}
void AGOSEngine::vc59_stopAnimations() {
uint16 file = vcReadNextWord();
uint16 start = vcReadNextWord();
uint16 end = vcReadNextWord() + 1;
do {
vcStopAnimation(file, start);
} while (++start != end);
}
void AGOSEngine::vc64_ifSpeech() {
if ((getGameType() == GType_SIMON2 && _subtitles && _language != Common::HE_ISR) ||
!_sound->isVoiceActive()) {
vcSkipNextInstruction();
}
}
void AGOSEngine::vc65_slowFadeIn() {
_fastFadeInFlag = 624;
_fastFadeCount = 208;
if (_windowNum != 4) {
_fastFadeInFlag = 768;
_fastFadeCount = 256;
}
_fastFadeInFlag |= 0x8000;
_fastFadeOutFlag = false;
}
void AGOSEngine::vc66_ifEqual() {
uint16 a = vcReadNextWord();
uint16 b = vcReadNextWord();
if (vcReadVar(a) != vcReadVar(b))
vcSkipNextInstruction();
}
void AGOSEngine::vc67_ifLE() {
uint16 a = vcReadNextWord();
uint16 b = vcReadNextWord();
if (vcReadVar(a) >= vcReadVar(b))
vcSkipNextInstruction();
}
void AGOSEngine::vc68_ifGE() {
uint16 a = vcReadNextWord();
uint16 b = vcReadNextWord();
if (vcReadVar(a) <= vcReadVar(b))
vcSkipNextInstruction();
}
void AGOSEngine::vc69_playSeq() {
int16 track = vcReadNextWord();
int16 loop = vcReadNextWord();
// Jamieson630:
// This is a "play track". The original
// design stored the track to play if one was
// already in progress, so that the next time a
// "fill MIDI stream" event occurred, the MIDI
// player would find the change and switch
// tracks. We use a different architecture that
// allows for an immediate response here, but
// we'll simulate the variable changes so other
// scripts don't get thrown off.
// NOTE: This opcode looks very similar in function
// to vc72(), except that vc72() may allow for
// specifying a non-valid track number (999 or -1)
// as a means of stopping what music is currently
// playing.
_midi->setLoop(loop != 0);
playMusic(0, track);
}
void AGOSEngine::vc70_joinSeq() {
// Simon2
uint16 track = vcReadNextWord();
uint16 loop = vcReadNextWord();
// Jamieson630:
// This sets the "on end of track" action.
// It specifies whether to loop the current
// track and, if not, whether to switch to
// a different track upon completion.
if (track != 0xFFFF && track != 999)
_midi->queueTrack(track, loop != 0);
else
_midi->setLoop(loop != 0);
}
void AGOSEngine::vc71_ifSeqWaiting() {
// Jamieson630:
// This command skips the next instruction
// unless (1) there is a track playing, AND
// (2) there is a track queued to play after it.
if (!_midi->isPlaying(true))
vcSkipNextInstruction();
}
void AGOSEngine::vc72_segue() {
// Jamieson630:
// This is a "play or stop track". Note that
// this opcode looks very similar in function
// to vc69(), except that this opcode may allow
// for specifying a track of 999 or -1 in order to
// stop the music. We'll code it that way for now.
// NOTE: It's possible that when "stopping" a track,
// we're supposed to just go on to the next queued
// track, if any. Must find out if there is ANY
// case where this is used to stop a track in the
// first place.
int16 track = vcReadNextWord();
int16 loop = vcReadNextWord();
if (track == -1 || track == 999) {
stopMusic();
} else {
_midi->setLoop(loop != 0);
playMusic(0, track);
}
}
void AGOSEngine::vc73_setMark() {
_marks |= (1 << vcReadNextWord());
}
void AGOSEngine::vc74_clearMark() {
_marks &= ~(1 << vcReadNextWord());
}
void AGOSEngine_Simon2::clearVideoWindow(uint16 num, uint16 color) {
const uint16 *vlut = &_videoWindows[num * 4];
uint16 xoffs = vlut[0] * 16;
uint16 yoffs = vlut[1];
uint16 dstWidth = _videoWindows[18] * 16;
// TODO: Is there any known connection between dstWidth and the pitch
// of the _window4BackScn Surface? If so, we might be able to pass
// yoffs as proper y parameter to getBasePtr.
byte *dst = (byte *)_window4BackScn->getBasePtr(xoffs, 0) + yoffs * dstWidth;
setMoveRect(0, 0, vlut[2] * 16, vlut[3]);
for (uint h = 0; h < vlut[3]; h++) {
memset(dst, color, vlut[2] * 16);
dst += dstWidth;
}
_window4Flag = 1;
}
} // End of namespace AGOS