When The 11th Hour shows the load/restart dialog during the intro, it calls
loadgame with slot 0. It is not clear to me what this means, but it should not
load a savegame, because only slots 1-9 can be used with the original UI. In
ScummVM, this would load the autosave, which probably causes problems, though
the only thing I noticed is it stops the music, which does not happen in the
original interpreter.
This commit adds an exception for The 11th Hour to not load a savegame when
loadgame is called with slot 0. To still support loading the autosave form the
ScummVM UI, the slot is set to 0xFF in this case, which is interpreted by
loadgame to mean actually loading slot 0.
This prevents the 11th Hour MIDI control function from setting the user volume.
This volume setting is set by the user in the game config and the game should
not override this. For the playSong operation the volume setting is removed,
because playSong already sets the game volume. For case 3 the commented volume
setting has been replaced by an equivalent game volume call.
I've been unable to trigger either operation by playing through the first part
of the game, so these operations might not be used at all.
- Move Groovie2 mini-game logic orchestration inside script opcode 0x42
- Move 11h mousetrap logic into a separate file
- Move music file names for MusicPlayerClan inside music.cpp
- Remove the now obsolete ClanGame and T11hGame classes
From the 12+1 mini-games:
- Crypts (T7G) works
- Cake (T7G) works
- Spiders (T7G) works
- High Lights (T7G) works
- Blood and Honey / beehive (11H) misses game logic
- The Amazing Labyrinth / mousetrap (11H) misses game logic
- Book Checkers (11H) works
- SwitchBoard (11H) works
- Cursed Coins (Clan) misses game logic
- Trade Winds (Clan) crashes with missing resources
- Statue Paths (Clan) crashes with missing resources
- Leap Frogs (Clan) works
- The final puzzle is not accessible yet
For videos that don't have a _videoSkipAddress this allows you to fast forward through them. Also allows you to skip audio files like in T11H the riddles and hints.
For The 11th Hour, this means things like clock chimes and wind sounds. This also fixes the end of the game where you have until the clock chimes 12 to choose a door.
- also renamed the stub ops functions
- sound effect volume setting for Groovie 2 games
- stop sound effects when playing an FMV (an interlaced video)
This is enough to get through the whole game, although you have to use the GameBook to solve mouse trap, chapel, and cake. Modern art has rudimentary AI. Beehive and Pente both auto-solve. Updated o2_stub49 so the player can choose an ending.