Commit Graph
62 Commits
Author SHA1 Message Date
athrxx 01f99f1a0a SCUMM: imuse driver directory cleanup
- move mac, pc speaker and fm-towns ims sound drivers into separate directory

(AdLib and MT32/GM drivers are still too entangled with common code to be moved so easily, especially MT32/GM. It would require lots of changes to the common code and possibly to all engines using the MidiDriver class. So I leave that for now.)
2019-07-14 21:45:43 +02:00
athrxx 9afdde2601 SCUMM: add Amiga iMuse sound driver
(applies to MI2 and INDY4)
2019-07-14 20:56:27 +02:00
nukeykt e5bfead345 SCUMM HE: Use Miles AdLib driver 2018-02-04 12:56:06 +01:00
Alexander Tkachev 7ac4bddfa9 HE: Add Moonbase Net dummy 2016-08-30 23:26:29 +02:00
Eugene Sandulenko 6928ddba15 SCUMM HE: Initial Moonbase distortion code 2016-06-14 19:28:29 +02:00
Eugene Sandulenko 441f630ec5 SCUMM HE: Added stub for Tree class 2016-05-22 00:45:05 +02:00
Eugene Sandulenko 44333f7453 SCUMM HE: Added main Moonbase AI code 2016-05-22 00:45:05 +02:00
Eugene Sandulenko bb88aaf119 SCUMM HE: Added Moonbase Traveller class 2016-05-22 00:45:04 +02:00
Eugene Sandulenko e4de5bf9ce SCUMM HE: Added implementation for Sortie and DefenderUnit classes 2016-05-22 00:45:04 +02:00
Eugene Sandulenko 412ae07efb SCUMM HE: Added Moonbase Node class 2016-05-22 00:45:03 +02:00
Eugene Sandulenko 33a0afc8f8 SCUMM HE: Added Weapon class 2016-05-22 00:45:03 +02:00
Eugene Sandulenko adc884ae8f SCUMM HE: AIEntity class implementation 2016-05-22 00:45:03 +02:00
Eugene Sandulenko 9d60209a33 SCUMM HE: Initial stub for Moonbase AI 2016-05-22 00:45:03 +02:00
Eugene Sandulenko 200882277a SCUMM HE: Initial code for Moonbase FOW 2016-05-10 11:23:13 +02:00
Eugene Sandulenko 73b8dfe5ce SCUMM HE: Initial code for Moonbase-specific class 2016-04-29 22:22:20 +02:00
Eugene Sandulenko 91a91309bf SCUMM HE: Renamed logic/moonbase.cpp to moonbase_logic.cpp 2016-04-29 21:42:34 +02:00
Filippos Karapetis 53d3ee07df SCUMM: Add support for CD audio tracks in the Steam versions of Loom
Many Thanks to Ben Castricum for the original patch
2014-07-04 23:33:43 +03:00
Filippos Karapetis 4f807ee53e SCUMM: More renaming for players
Rename "player" directory to "players", and reintroduce the "player_"
file prefix. This has been done after sev's request.
"players/player_foo.*" is more descriptive, and avoids potential name
clashes in libraries
2013-11-01 19:26:51 +02:00
Filippos Karapetis 651bf89939 SCUMM: Move all players to a separate "player" directory
There are 34 player .cpp/.h player files, so they have been placed in
their own directory, to logically separate them from the rest of the
engine
2013-11-01 06:57:53 +02:00
Johannes Schickel 80ab4c5242 SCUMM: Implement original AD AdLib output.
This implements the original AD output and enables it for Indy3 and Loom DOS.
It is not enabled for Monkey Island DOS because it would break multi MIDI
support. However, there are also drawbacks for Indy3. In the catacombs
we were able to play sfx (Indy walking around) and the background music
at once. This was not supported in the original player and thus also does
not work with this reimplementation.

This fixes bug #2027877 "INDY3: Non-Looping Sound Effects".
This fixes bug #1159581 "ADLIB: Adlib Emulation doesn't Respect Volume Settings"
for Indy3 and Loom.
2013-07-24 03:28:47 +02:00
Torbjörn Andersson 148a6d3347 SCUMM: Move most of the Macintosh player code into its own class
The Monkey Island and Loom mac music is really quite similar. The
data layout is a bit different, but most of the code was easy to
separate into its own class. The Loom player doesn't do looped music
but I don't remember off-hand if it ever should.
2012-11-14 01:27:53 +01:00
Torbjörn Andersson b1d10e6a62 SCUMM: Add support for Mac Loom music and sound
It turns out that playing the Mac Loom music isn't particularly
different from playing the Monkey Island 1 music, except the data
layout is a bit different and there's no per-note volume.
2012-11-13 22:49:12 +01:00
Torbjörn Andersson 8bb595453b SCUMM: Added support for Macintosh music in Monkey Island 1
This is based on the old Mac0-to-General MIDI conversion that we used
to do (and which this patch removes), as well as the code for playing
the Monkey Island 2 and Fate of Atlantis Macintosh music. I'm not sure
how accurate it is, particularly in tempo and volume, but at this
point it seems to work pretty well. Looping music is perhaps a bit
off, but it was before as well.

There is an annoying drawn out note in the music when you're following
the shopkeeper, but that appears to have been there in the original as
well.
2012-11-11 13:56:06 +01:00
Johannes Schickel 58f542d434 SCUMM: Implement support for Monkey Island 2 Mac music.
This is a initial RE of the audio output Monkey Island 2 Mac uses. Support
for special sound effects is not in there yet.
2012-09-20 02:12:41 +02:00
Tobias Gunkel 5d6710ebfd SCUMM: add player_apple2.cpp to project files
Seems as if the iphone project files have to be updated separately.
2011-12-24 14:30:57 +01:00
Matthew Hoops f5255288ea SCUMM: Split HE logic classes to their own files 2011-08-17 09:12:19 +02:00
Johannes Schickel ed993e6350 SCUMM: Initial PC Speaker output implementation for SCUMM v5.
This is *not* complete yet.
2011-07-08 04:45:01 +02:00
Max Horn 075919756f SCUMM: Move shared code of Player_V2 & Player_V2CMS to new common base class
svn-id: r53830
2010-10-25 16:42:24 +00:00
Florian Kagerer 0d8f4a22ae SCUMM/FM-TOWNS: fix palette and other graphics issues
This commit should fix at least the following bugs/feature requests: #1032859, #1252088, #1055391, #1315968, #1315938, #1742106, #812891.
The FM-Towns version of Scumm games use a mixed graphics mode with 2 layers (one with 32767 colors and one with 16 colors). Among other things I have added a screen output class which emulates this  dual layer approach which allows specific hardware effects like enabling and disabling layers (e.g. in the voodoo priestess scene in MI1).

Old savegames (saved before this update) will load, but you’ll encounter palette glitches in the verb/inventory screen, since the 16 color palette for layer 2 is not contained in your savegame. This will be true at least for version 5 games. Certain scene change actions (which require the verb/inventory part to be redrawn) might correct this (e.g. try looking at the treasure map in MI1 and closing it). Version 3 games should be okay, since they use a static text palette which is never changed and which will be reset after loading a savegame.

This update requires a USE_RGB_COLORS setting for proper operation. 8 bit users will get a warning that they’ll have to expect palette glitches . Apart from that the engine in 8 bit mode should not only still work okay, but also benefit from some of the other (non palette related) improvements (e.g. bug #1032859 should be fixed even in 8 bit mode).

Japanese font drawing hasn’t been improved much yet. This will be a separate task.

svn-id: r52966
2010-10-01 19:24:52 +00:00
Florian Kagerer 29a5c6a45b SCUMM/FM-TOWNS: start rewriting audio code
- Start rewriting audio code for FM-TOWNS versions of Loom, Indy3 and Monkey Island 1 using the recently added code in towns_audio.cpp (Zak should work the same way, but I can't test, since I don't own that one).
- All sound types (pcm, euphony and cd audio) now support volume and balance control (e.g. try walking into/out of the kitchen and opening/closing the door in the Scumm Bar in Monkey Island 1 or walking into/out of the circus tent).
- Pcm sounds now support proper loop start/end and note offsets (e.g. try out the hammer sound in the forge in LOOM for example).
- some other minor improvements
- The FM-Towns versions of Indy 4 and Monkey Island 2 are not affected. I don't have Monkey Island 2, but I presume that it will work like Indy 4. Adding support for these will be a separate task, since they work quite differently.

svn-id: r52198
2010-08-18 21:38:43 +00:00
Travis Howell 8783b0f2f7 Add patch #2839048 - MM C64 sound/music player, with minor changes.
svn-id: r46143
2009-11-26 00:31:19 +00:00
Travis Howell 9b8c088af5 Add patch #2898231 - LOOM: Sound player for PC-Engine.
svn-id: r46110
2009-11-23 23:17:15 +00:00
Norbert Lange 62202a9de5 Removed alot of the debug-output
created a class player_v4a to hook TFMX Playback into Scumm. Monkey Island has sound, but no sfx yet

svn-id: r41480
2009-06-12 20:10:27 +00:00
Eugene Sandulenko cda17beff5 Patch #1365914: "SCUMM: CMS support." Disabled by default. Still plenty to do.
svn-id: r41282
2009-06-06 18:21:49 +00:00
Max Horn 56a31019b7 SCUMM: Added stubs for V3 & V4 opcode tables
svn-id: r40007
2009-04-19 00:59:28 +00:00
Max Horn f8ccd2dede SCUMM: Got rid of class Chunk
svn-id: r34518
2008-09-13 22:41:30 +00:00
Johannes Schickel f01a4a8845 Cleanup of thumbnail saving/loading code.
svn-id: r34060
2008-08-20 15:08:00 +00:00
Jordi Vilalta Prat 38a8aa516e Allow static and dynamic plugins to be used at the same time
svn-id: r31888
2008-05-06 03:00:26 +00:00
Robin Watts d2513eb5f5 Yet another missing change from the proc3 ARM code stuff; add proc3ARM.o to
the list of modules to build if USE_ARM_COSTUME_ASM is defined.

svn-id: r30898
2008-02-17 20:25:07 +00:00
Jordi Vilalta Prat 66e9d4f5e8 Removed trailing spaces.
svn-id: r30664
2008-01-27 19:47:41 +00:00
Eugene Sandulenko e5e53a0017 Split out charset font data for easier maintenance
svn-id: r30121
2008-01-01 15:36:50 +00:00
Eugene Sandulenko ac54f3a26f Patch #1858158: BUILD: Plugin building cleanup
svn-id: r30041
2007-12-28 07:52:56 +00:00
Travis Howell 410a4a974e Enable Windows version of early HE games by default, to match already enabled 3DO/DOS/Macintosh versions of early HE games. Adding only the minimum code required for HE70 games.
svn-id: r30011
2007-12-27 11:40:29 +00:00
Eugene Sandulenko 44405b664f Put ScummNESFile class into separate file.
svn-id: r28497
2007-08-08 23:31:21 +00:00
Robin Watts b1feb9c65c This commit adds a new build define USE_ARM_GFX_ASM (and sets it for the WinCE
and DS builds). This causes the scumm engines graphics code to call ARM
routines to do drawStripToScreen and copy8col.

These routines were originally written for the DS port, and have now been made
available to any other ARM device out there that wants them. 

I've tested this change on WinCE, but can't test it on the DS as I don't have
one. We know that the routines work there though.

svn-id: r28016
2007-07-10 20:20:50 +00:00
Paweł Kołodziejski c88567aa79 added arm assembly from patch #1742112 for codec47. (and really build arm code this time)
svn-id: r27685
2007-06-24 07:02:55 +00:00
Max Horn 579a3fe7cf Renamed plugin.cpp to detection.cpp in all engines
svn-id: r26622
2007-04-27 20:23:25 +00:00
Eugene Sandulenko 393478a143 Rename C64 file to V0 as well.
svn-id: r25856
2007-02-25 14:47:51 +00:00
Eugene Sandulenko 8ef5e88323 Add support for HE CUP demos based on cyx's standalone player.
svn-id: r24636
2006-11-06 13:40:24 +00:00
Max Horn 2a314fa8a7 Oops, forgot to check in engines/scumm/module.mk
svn-id: r24539
2006-10-27 22:58:48 +00:00