Commit Graph
86814 Commits
Author SHA1 Message Date
Martin Kiewitz 371d5e1d90 Merge branch 'master' of github.com:scummvm/scummvm 2015-06-21 11:20:01 +02:00
Martin Kiewitz 155d554183 AGOS: MidiParser_S1D: do proper skipping of SysEx
figured out the code that the original interpreters used to
skip over the header-SysEx
2015-06-21 11:19:28 +02:00
Kirben 2e8fd74548 AGOS: Allow digital sound effects file to be used in PC version of Elvira 2. 2015-06-21 19:14:54 +10:00
Martin Kiewitz 5f77bcc74c AGOS: Accolade MT32: General MIDI mapping
- renamed _MT32 to _nativeMT32
this name doesn't really make sense, because MUNT isn't a native
MT32, but the name is common to the other engines
- implement MT32 -> General MIDI mapping in case no MT32 is
available
- implement dialog screen, so that user is told about General MIDI
mapping and that it may sound awful
2015-06-21 10:06:12 +02:00
Martin Kiewitz 3f9c44c743 AGOS: Accolade AdLib/MT32 driver naming cleanup 2015-06-21 03:23:01 +02:00
Martin Kiewitz c7276d118f NEWS: add AGOS Accolade AdLib + MT32 music drivers 2015-06-21 01:29:07 +02:00
Martin Kiewitz 01802eec5f AGOS: Accolade adlib driver: remove debug warning 2015-06-21 01:26:16 +02:00
Martin Kiewitz ac505b5c71 AGOS: Elvira 2 MUSIC.DRV variant comment added 2015-06-21 01:22:57 +02:00
Martin Kiewitz 69436f6c41 AGOS: Elvira 2 seems to use MUSIC.DRV variant
- Kirben told me that Elvira 2 is shipped with MUSIC.DRV and
INSTR.DAT file. Using MUSIC.DRV file makes the music work properly
I couldn't check, b/c I own none of these games.

- also commented out implemented bug of INSTR.DAT/MUSIC.DRV
This bug only affected the adlib drivers, so I guess we should
rather fix it instead of implementing the same buggy behavior
2015-06-21 01:20:21 +02:00
Martin Kiewitz d24c68c739 AGOS: implement Accolade AdLib + MT32 music drivers
- both known variants are supported (INSTR.DAT + MUSIC.DRV)
- INSTR.DAT/MUSIC.DRV holds channel mapping, instrument mapping, etc.
- fixed bug inside S1D MidiParser, that ruined some instrument changes
0xFC header was seen as 2 byte header, but it's 4 bytes in Elvira 2
and 5 bytes in Waxworks / Simon 1 demo
- dynamic channel allocation for the MUSIC.DRV adlib driver is not
implemented atm, simply because at least the demos of Waxworks and
Simon 1 do not use this feature
- sound effects of Waxworks are not implemented atm
- note: the game "Altered Destiny" uses Accolade INSTR.DAT variant too
2015-06-21 00:45:45 +02:00
Paul Gilbert 4a88c69b5d SHERLOCK: RT: Refactored map to use the tooltip widget 2015-06-20 17:29:40 -04:00
Paul Gilbert 4318e0072b SHERLOCK: RT: Simplify drawing of tooltips
All drawing code has been refactored into WidgetBase, so the
different descendants don't have to duplicate drawing to the screen
2015-06-20 15:48:18 -04:00
Paul Gilbert c3621a0b0c SHERLOCK: RT: Fix char tests to be unsigned in splitLines 2015-06-20 14:42:10 -04:00
Paul Gilbert beedcaf28e SHERLOCK: RT: Create WidgetSceneTooltip descendant tooltip class 2015-06-20 13:46:02 -04:00
Paul Gilbert e92dca058e SHERLOCK: RT: Split tooltip text rendering into setText 2015-06-20 13:36:20 -04:00
Paul Gilbert 77f256011a SHERLOCK: RT: Added remaining rendering code for inventory widget 2015-06-19 21:25:16 -04:00
Paul Gilbert 4ce4431c61 SHERLOCK: RT: Beginnings of inventory menu widget 2015-06-19 19:45:06 -04:00
Paul Gilbert 5446df8e61 SHERLOCK: RT: Fix animating wait cursor 2015-06-18 21:55:55 -04:00
Paul Gilbert 223c27028d SHERLOCK: RT: Replace some constant values with _opcodes[OP_NULL] 2015-06-18 21:53:50 -04:00
Paul Gilbert 7186eab65f SHERLOCK: RT: Implement loading for the text window widget 2015-06-18 21:48:27 -04:00
Paul Gilbert 1732428aa6 SHERLOCK: RT: Implement font _yOffsets table
Since this table must only be set up for RT when changing fonts, I
needed to put an engine reference in the Fonts base class. Because
of this, I've been able to simplify the creation of the various
surfaces, since you no longer need to pass in the platform
2015-06-18 19:21:04 -04:00
Paul Gilbert f6c710e5b3 SHERLOCK: RT: Create pullNPCPaths to call each NPC's pullNPCPath method 2015-06-18 08:29:57 -04:00
Filippos Karapetis 6238acff3c SHERLOCK: RT: Initial work on activateVerbMenu() 2015-06-18 12:26:17 +03:00
Filippos Karapetis 5c8001224b SHERLOCK: Add a sanity check in checkObject()
This avoids the crash after the second intro scene
2015-06-18 12:25:55 +03:00
Filippos Karapetis 5ece075b58 SHERLOCK: RT: Reduce code duplication when writing fancy strings 2015-06-18 12:24:53 +03:00
Torbjörn Andersson 6cd17ca9dd SHERLOCK: Fix a couple of GCC warnings 2015-06-18 05:31:49 +02:00
Paul Gilbert c28cdf87bc SHERLOCK: RT: Remove unused local 2015-06-17 22:19:45 -04:00
Paul Gilbert 0f6d103353 SHERLOCK: RT: Remove old hard-coded walk block used for testing 2015-06-17 22:06:53 -04:00
Paul Gilbert 94d7928dbc SHERLOCK: RT: Implemented pullNPCPath 2015-06-17 22:04:52 -04:00
Paul Gilbert 65b794a750 SHERLOCK: RT: Implement updateNPC 2015-06-17 21:41:05 -04:00
Paul Gilbert 8abce6b025 SHERLOCK: RT: Implement walkToCoords 2015-06-17 20:45:37 -04:00
Paul Gilbert a96aad5559 SHERLOCK: RT: Fix crash in second intro scene 2015-06-17 20:03:08 -04:00
Paul Gilbert e084437a6c SHERLOCK: RT: Fix Sherlock spinning when he finishes walking 2015-06-17 19:46:16 -04:00
Paul Gilbert ed6c10e022 SHERLOCK: RT: Implement lookatObject and printObjectDesc 2015-06-17 18:54:39 -04:00
Martin Kiewitz 3bde2238cd SHERLOCK: SS: music-drv: fix namespace comments
copies those files from Sci, must have forgotten to change
the namespace comments
2015-06-17 18:45:18 +02:00
Martin Kiewitz c431c50d6a SHERLOCK: RT: add German context-menu fixed text
- mention game in comments, that the fixed text block is about
so that we can split it up easily later
- add TODO for Spanish context-menu fixed text
- add TODO for French version of Sherlock Holmes 2
- add TODO to split up the fixed text class
2015-06-17 18:11:30 +02:00
Martin Kiewitz fac5c2d979 SHERLOCK: hopefully fix music crash when exiting 2015-06-17 17:10:16 +02:00
Paul Gilbert 09bd10c6cb SHERLOCK: RT: Implemented WidgetVerbs execute 2015-06-16 21:13:34 -04:00
Torbjörn Andersson 3e5e63fa4a SHERLOCK: Add delay between 3DO EA logo animation and fade in
In the YouTube video I've seen, the screen goes black, the rain
sound starts, and then the screen fades up. Once we add the rain
sound, this should be pretty close to that. I think it adds to the
atmosphere.
2015-06-17 00:40:35 +02:00
Torbjörn Andersson 8b4bdbd2f4 SHERLOCK: Increase delay before 3DO credits, when there is no music
This better matches a YouTube video I've seen of the intro, though
the case where there is no music is unlikely to happen outside of
debugging.
2015-06-17 00:40:35 +02:00
Martin Kiewitz ef2d585459 SHERLOCK: intro: remove debug output 2015-06-17 00:18:08 +02:00
Martin Kiewitz 3f0a434c0b SHERLOCK: intro: adjust localized graphics
Spanish + German versions
2015-06-17 00:15:47 +02:00
Martin Kiewitz 3aef3c396d SHERLOCK: intro: msec sync instead of ticks 2015-06-16 22:56:58 +02:00
Torbjörn Andersson 071de331c0 SHERLOCK: Remove obsolete comment 2015-06-16 19:27:03 +02:00
Martin Kiewitz 316b062c3e SHERLOCK: fixed text class: fully const'ified
thx LordHoto
2015-06-16 11:12:49 +02:00
Martin Kiewitz f18dbd4496 SHERLOCK: fixed text class: Common::String to char 2015-06-16 10:23:54 +02:00
Filippos Karapetis 41575ad74e SHERLOCK: SS: Fix the position of the user interface in the 3DO version 2015-06-16 10:55:48 +03:00
Filippos Karapetis 7e6539f400 SHERLOCK: Use IS_3DO in more places 2015-06-16 10:02:32 +03:00
Filippos Karapetis 25e729efe0 SHERLOCK: Introduce a IS_3DO define
This is similar to IS_SERRATED_SCALPEL and IS_ROSE_TATTOO, and makes
the code a bit easier to read
2015-06-16 09:59:27 +03:00
Filippos Karapetis bd75fc1d11 SHERLOCK: Properly implement stopMusic() and freeSong()
Fixes the crashes when changing scenes
2015-06-16 09:55:50 +03:00