Commit Graph
86814 Commits
Author SHA1 Message Date
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