Search found 74 matches

by NovaCoder
Thu Jul 15, 2010 12:03 am
Forum: Help and Support
Topic: Plugin issue when building with GCC 2.95
Replies: 2
Views: 1160

Plugin issue when building with GCC 2.95

Hiya, I'm trying to compile a build (using a custom makefile) for just the SCUMM engine (eg ENABLE_SCUMM only) and I'm having to use an old version of gcc (v2.95) because of the platform I'm on. Anyway I've got it all to compile successfully but it fails on to link with 2 errors because of plugins.c...
by NovaCoder
Sat Jun 05, 2010 4:56 am
Forum: Help and Support
Topic: 8 bit overlay question...
Replies: 21
Views: 7989

Your best option would be from my point of view to add 8 bit support to the gui & graphics code -- this shouldn't be so hard, as a lot of the required code is already / still in place. You can of course also try to convert the 16bit overlay data in your backend to 8bit data, if you have that many s...
by NovaCoder
Tue May 18, 2010 11:05 am
Forum: Help and Support
Topic: 8 bit overlay question...
Replies: 21
Views: 7989

The whole theme rendering engine was designed from the start to allow arbitrary BPP rendering; the main class takes a PixelFormat structure and a pixel type as template parameters, and as far as I know, the code I wrote was BPP-agnostic. Replacing the PixelFormat parameter in the template should au...
by NovaCoder
Thu May 13, 2010 3:48 am
Forum: Help and Support
Topic: 8 bit overlay question...
Replies: 21
Views: 7989

Thanks, I'll give it a go and see what happens :roll:
by NovaCoder
Thu May 13, 2010 3:06 am
Forum: Help and Support
Topic: 8 bit overlay question...
Replies: 21
Views: 7989

Hiya, Sorry to sound dumb, but how do you specify an 8bit pixel format? Graphics::PixelFormat getOverlayFormat() const { return Graphics::createPixelFormat<8>(); } Also as clone2727 pointed out earlier in this thread, you have to update the ThemeEngine to include an 8bit re...
by NovaCoder
Thu May 06, 2010 12:43 am
Forum: Help and Support
Topic: 8 bit overlay question...
Replies: 21
Views: 7989

@NovaCoder I second fingolfin's motion Doing the alterations in ScummVM's codebase would not only spare you a lot of precious cpu time but will also give coming maintainers of the AmigaOS/MorphOS code a better base to work with and finally all Amiga flavours will probably benefit from it. Please th...
by NovaCoder
Wed May 05, 2010 12:57 am
Forum: Help and Support
Topic: 8 bit overlay question...
Replies: 21
Views: 7989

I don't see why we should make that change. The overlay *can* be 8bit, that's not changed. So backends can use this. Only the frontend code is not currently compatible with that. This is because nobody asked for it to be updated, and nobody looked into updating it for this reason. Actually, the Ami...
by NovaCoder
Tue May 04, 2010 5:40 am
Forum: Help and Support
Topic: 8 bit overlay question...
Replies: 21
Views: 7989

Re: 8 bit overlay question...

Cool, thanks for the info...I think I'll try and get my back-end to output 16bit instead (Amiga AGA). Maybe someone should change this in scummsys: // // Overlay color type (FIXME: shouldn't be declared here) // #if defined(NEWGUI_256) // 256 color only on PalmOS typedef byte Overlay...
by NovaCoder
Tue May 04, 2010 4:41 am
Forum: Help and Support
Topic: 8 bit overlay question...
Replies: 21
Views: 7989

Re: 8 bit overlay question...

And there's nothing else I need to do? Right. However, the GUI currently only supports 16bpp graphics (antialiased or non-aa), so I don't know how much luck you will have. See gui/ThemeEngine.cpp , line 328. Nice find :D So the theme engine (used by the new GUI) does not actually support 8 bit grap...
by NovaCoder
Tue May 04, 2010 3:19 am
Forum: Help and Support
Topic: 8 bit overlay question...
Replies: 21
Views: 7989

8 bit overlay question...

I'm working on a backend that doesn't (easily) support the default 16 bit overlays. According to the API it can support 8 bit by changing the compile defines. I think the define in question is this: // // Overlay color type (FIXME: shouldn't be declared here) // #if defined(NEWGUI_256...
by NovaCoder
Wed Apr 21, 2010 2:28 am
Forum: Help and Support
Topic: Sound output confusion (API question)
Replies: 5
Views: 2001

Ok, that makes sense. So I need to do this kind of thing then: byte* buffer; // Allocate storage space for buffer. buffer = malloc(4096); _mixer->mixCallback(buffer , 4096); // Call my sound engine to play the sample. mySoundEngine->playSample(buffer); } One obvious ques...
by NovaCoder
Tue Apr 20, 2010 11:27 pm
Forum: Help and Support
Topic: Sound output confusion (API question)
Replies: 5
Views: 2001

This is the trail of the sound sample data that I'm trying to follow: void Sound::startTalkSound(uint32 offset, uint32 b, int mode, Audio::SoundHandle *handle) { _mixer->playInputStream(Audio::Mixer::kSpeechSoundType, handle, input, id); } So that calls the Mixer (input == ...
by NovaCoder
Tue Apr 20, 2010 11:05 pm
Forum: Help and Support
Topic: Sound output confusion (API question)
Replies: 5
Views: 2001

Your backend is supposed to invoke the mixer callback at certain intervals (correlated to the output sample frequency used by your backend). From the description of the "Sfx_Start" function, it's unclear how, if at all, one would use it in the context of ScummVM. You'll have to tell us a bit more a...
by NovaCoder
Tue Apr 20, 2010 5:43 am
Forum: Help and Support
Topic: Sound output confusion (API question)
Replies: 5
Views: 2001

Sound output confusion (API question)

Hi, I working on a "unsupported' back-end port and I'm a bit confused with the audio output. I'm using the default Mixer and I can see that it mixes all of the sounds (music, speech, sfx) into 'channels' but I cannot find where to provide the 'hook' into my own audio manager. _mixer = new Audio::Mix...
by NovaCoder
Tue Jan 19, 2010 10:25 pm
Forum: General Discussion
Topic: ScummVM....how about some smooth scrolling in ScummEngine?
Replies: 11
Views: 5374

NovaCoder, you misunderstand the code. While it doesn't use floats, it still ensures that everything runs at a constant speed, albeit using integer arithmetic. The speed to be used is controlled by the scripts, by the way, and a multiple of 60 Hz (or, as gamers seem to put it, 60 FPS). Hiya, Ok so ...