Paul Gilbert
72c9159043
MADS: Free the audio player when the game ends
2014-06-03 22:27:05 -04:00
Paul Gilbert
bdc44d309b
MADS: Fix removing items from inventory when they should be
2014-06-03 21:54:44 -04:00
Paul Gilbert
2a130a8818
MADS: Fix for getting bones in scene 752
2014-06-03 21:33:31 -04:00
Paul Gilbert
9e9bd02ccd
MADS: Changed several values to constants in action setup
2014-06-03 21:33:08 -04:00
Paul Gilbert
f086b64b72
MADS: Fix drawing of background objects
2014-06-03 20:56:03 -04:00
Johannes Schickel
5ad589da06
SCUMM: Fix music looping in AD player.
2014-06-04 01:49:32 +02:00
Johannes Schickel
efe5348d25
SCUMM: Only stop music instead of all sounds in music handling of AD player.
2014-06-04 01:49:31 +02:00
Johannes Schickel
46a95fa157
SCUMM: Make sound completely silent for volume level 0 in AD code.
2014-06-04 01:49:31 +02:00
Johannes Schickel
d18c31e2eb
SCUMM: Fix volume levels when playing SFX and music at the same time in AD player.
...
This sadly decreases the granularity of volume control since AdLib has far
less distinct volume levels as we. However, having music and sfx at the same
time increases the overall experience.
2014-06-04 01:49:31 +02:00
Johannes Schickel
c281da662e
SCUMM: Only reset rhythm state when music is stopped.
2014-06-04 01:49:31 +02:00
Johannes Schickel
5ab61bcea5
SCUMM: Allow music and sfx to be played at the same time in AD player.
2014-06-04 01:49:31 +02:00
Johannes Schickel
707cfd07ac
SCUMM: Only stop music when requested in AD code.
2014-06-04 01:49:31 +02:00
Johannes Schickel
a6ec34f424
SCUMM: Let music in AD code use the same HW channel allocation as SFX.
2014-06-04 01:49:31 +02:00
Johannes Schickel
f78e12cd5c
SCUMM: Dynamically allocate hw channels for SFX in AD player.
2014-06-04 01:49:31 +02:00
Johannes Schickel
02f47dd497
SCUMM: Allow multiple SFX to be played at once with AD.
...
Actually, even before this change it was possible. However, since we formerly
used the original channel specification it was not possible when two sfx were
started on the same channel. Now we can play such sounds simultaneously again.
This is a first step towards a AdLib support level we had when we tried to
convert SFX to MIDI to play it through iMuse. However, now we still play the
sound effects properly, i.e. they still sound like in the original.
2014-06-04 01:49:31 +02:00
Johannes Schickel
b5ca6b01f9
SCUMM: Clean up how SFX are stopped in the AD player.
2014-06-04 01:49:31 +02:00
Johannes Schickel
ecabacaddd
SCUMM: Properly unlock sound resources when reusing sfx slots in AD code.
2014-06-04 01:49:31 +02:00
Johannes Schickel
99f9756992
SCUMM: Further cleanup in AD SFX code.
2014-06-04 01:49:30 +02:00
Johannes Schickel
7ad0e135e6
SCUMM: Further refactor AD SFX code.
2014-06-04 01:49:30 +02:00
Johannes Schickel
c50f6af8f7
SCUMM: Always work directly on Channel data in AD code.
2014-06-04 01:49:30 +02:00
Johannes Schickel
fa6779c7a7
SCUMM: Store hardware channel number explicitly in Channel structure in AD code.
2014-06-04 01:49:30 +02:00
Johannes Schickel
f95d28b74e
SCUMM: Replace some more constants with named enum values in AD code.
2014-06-04 01:49:30 +02:00
Johannes Schickel
7b96217c11
SCUMM: Fix sfx resource unlocking in AD player.
2014-06-04 01:49:30 +02:00
Johannes Schickel
a1d36da506
SCUMM: Move notes into SFX channel structure in AD player.
2014-06-04 01:49:30 +02:00
Johannes Schickel
70789f3964
SCUMM: Further SFX note related cleanup in AD player.
2014-06-04 01:49:30 +02:00
Johannes Schickel
ffbd6a8432
SCUMM: Only keep music data variable for music around in AD code.
2014-06-04 01:49:30 +02:00
Johannes Schickel
13af131775
SCUMM: Introduce symbolic names for channel/note states in AD code.
2014-06-04 01:49:30 +02:00
Johannes Schickel
703f1eef48
SCUMM: Slight cleanup in SFX register code in AD player.
2014-06-04 01:49:29 +02:00
Johannes Schickel
e71c841ca0
SCUMM: Small cleanup in SFX note setup in AD code.
2014-06-04 01:49:29 +02:00
Paul Gilbert
475d14ac93
MADS: Fix for reverse sprite cycles
2014-06-03 19:48:16 -04:00
Strangerke
8d00ce68d5
CGE2: Remove 2 useless stubs
2014-06-04 01:08:25 +02:00
Strangerke
b6d8e2b247
CGE2: Unstub some code used to move sprites
2014-06-04 01:03:51 +02:00
Strangerke
c5072db8fb
CGE2: Fix remaining shadowed variables
2014-06-03 22:46:59 +02:00
Martin Kiewitz
cebb3e340a
SCI32: fix crash during gabriel knight intro
2014-06-03 22:42:56 +02:00
Strangerke
516ad6e843
CGE2: Reduce the scope of some variables
2014-06-03 22:41:19 +02:00
Strangerke
aabe883dc2
CGE2: Fix some more GCC warnings
2014-06-03 22:34:39 +02:00
Strangerke
160edae77a
CGE2: Silence some gcc and cppcheck warnings
2014-06-03 22:12:59 +02:00
Strangerke
11ebdcb5e0
CGE2: nullify some pointers
2014-06-03 20:18:48 +02:00
Strangerke
de8affdec5
CGE2: Silence some gcc warnings
2014-06-03 17:39:10 +02:00
Eugene Sandulenko
4e27db8841
FULLPIPE: More worj on MctlLadder::doWalkTo()
2014-06-03 16:55:07 +03:00
Strangerke
7ef509608e
CGE2: USe an int for sex instead of a boolean
2014-06-03 07:42:17 +02:00
Strangerke
46d93eb780
CGE2: Rework style in touch()
2014-06-03 07:35:21 +02:00
Strangerke
41f9195f56
CGE2: Fix flags synchronization
2014-06-03 07:28:33 +02:00
Strangerke
5d9e31c708
CGE2: Fix rounding error, remove (original) debug code
2014-06-03 07:12:49 +02:00
Matthew Hoops
5e6e4fa85f
PEGASUS: Use KP7 and KP9 as alternative keys for the item drawers
...
Based on a patch by Keith Kaisershot (blitter)
2014-06-03 00:49:04 -04:00
D G Turner
86b3a075d4
GROOVIE: Add sanity checks and range limits to copyRect opcode param.
...
This prevents segfault crashes in "The 11th Hour" when you open the
Gamebook palmtop from the top of the screen. The opcode needs some
work on the changes from 7th Guest, but this will prevent crashes
while this is being worked on.
2014-06-02 22:09:53 +01:00
Martin Kiewitz
23bfc2f035
SCI: comment typo fix
2014-06-02 20:59:27 +02:00
Martin Kiewitz
d4de84bf8b
SCI: fix saving in mother goose sci0 (bug #6486 )
2014-06-02 20:51:39 +02:00
Eugene Sandulenko
215f5f9a49
WINTERMUTE: Speeding up blitting routines for TransparentSurface
2014-06-02 18:41:21 +03:00
uruk
6d73870431
CGE2: Move then implement Sprite::touch().
...
Also add stubs for called functions.
2014-06-02 14:46:59 +02:00