Opened 17 years ago

Closed 17 years ago

Last modified 11 months ago

#8088 closed patch

SAM: ImSetTrigger implementation

Reported by: SF/jamieson630 Owned by: SF/ender
Priority: normal Component: Engine: SCUMM
Keywords: Cc:
Game: Sam and Max

Description

The included patch implements the ImSetTrigger
function (do_command param == 0, cmd == 17) for Sam
& Max. This is the first observed correlation between
Sam & Max script commands and SysEx blocks in the
S&M MIDI resources.

ImSetTrigger provides a set of parameters with which to
invoke do_command, at the time that a marker matching
the specified marker ID is encountered in a MIDI music
resource that is playing. The marker is identified using
the following SysEx event: 00 xx (F7), where "xx" is the
marker ID.

The use of do_command (0/17) has been observed in
two locations in Sam & Max. The first is in the opening
credits -- the following do_command call is made after
all the credits have finished coming up on the screen:

IMuseInternal::do_command (17, 89, 0, 1, 8, 6, 0, 0);

At the end of the credits music (sound resource #89),
the following SysEx event is encountered:

SysEx: 00 01 F7

The last four parameters of the do_command call
actually map to the first four parameters of the
do_command call that should occur once the marker is
encountered.

The other location where do_command (0/17) is
observed is at the Gator Golf entrance. A short intro
music is played, which is then supposed to flow into a
much longer main song. Upon entrance to the room, the
following do_command call is made:

IMuseInternal::do_command (17, 31, 0, 1, 8, 30, 0, 0);

At the end of the short intro music (sound resource
#31), the following SysEx event is encountered:

SysEx: 00 01 F7

This implementation properly transitions into the main
Gator Golf music. However, its correctness of behavior
has not been validated with the opening credit music
(which should flow into the "walking into the office"
music after the credits), possibly because the office
scene is brought up (and at least one other music
resource activated) long before the credits music
finishes playing. This is an issue related to the use of
do_command (param == 1, cmd == 0), which I am still
investigating.

Note that other music resources include SysEx 00 xx
(F7) events (including a whole glut of them during the
credits music that seem to use marker IDs
corresponding to measure numbers). However, there is
no expected exceptional behavior at these points in the
music, and since no calls to do_command (0/17) are
ever made that relate to these markers, no action is
taken by this implementation. I believe this is correct: for
most music, the SysEx 00 01 (F7) seems to appear as
a general-purpose end-of-song marker for most songs.

Regarding the implementation of ImSetTrigger, I have
deviated slightly from the implementation notes that
Mike provided to Ender in his disassembly efforts for the
Sam & Max IMuse. In those notes, the 16 possible
triggers are scoped at the IMuseInternal level, and
include the player ID they are related to. In my
implementation, I have put the trigger information into
each of the players (16 max players, BTW) directly. This
may not be the right thing to do; if certain calls to
do_command (0/17) involve sound resources that have
not started playing yet, this implementation would fail to
set up the trigger. Maybe somebody more familiar with
the scope of Mike's work could tell me if I'm taking his
interpretation of the IMuse opcodes too literally.

Finally, the implementation of ImCheckTrigger and
ImClearTrigger should follow easily from this
implementation. I will submit a separate patch with
those implementations, once this patch has been
validated.

NOTE: Part of patch #620994 (do_command param ==
1, cmd == 1) is included in this patch, just because the
outstanding mods I have on imuse.cpp are starting to
get extensive and intermingled. Sorry....

Ticket imported from: #621821. Ticket imported from: patches/193.

Attachments (2)

imuse.imsettrigger.diff (4.9 KB ) - added by SF/jamieson630 17 years ago.
Patch against imuse.cpp 1.45 (October 9)
imuse.imsettrigger2.diff (4.0 KB ) - added by SF/jamieson630 17 years ago.
Revised patch against imuse.cpp 1.52 (October 11)

Download all attachments as: .zip

Change History (8)

by SF/jamieson630, 17 years ago

Attachment: imuse.imsettrigger.diff added

Patch against imuse.cpp 1.45 (October 9)

comment:1 by SF/ender, 17 years ago

Owner: set to SF/ender

comment:2 by SF/ender, 17 years ago

I can't tell what of this is an intermingled patch and whats part of the
setTrigger implementation :P

Can you please checkout another tree with the latest CVS, apply the mods
you want, and either submit a revision to this patch or commit it yourself... I
don't understand enough of this code to work out which of this I can apply.

by SF/jamieson630, 17 years ago

Attachment: imuse.imsettrigger2.diff added

Revised patch against imuse.cpp 1.52 (October 11)

comment:3 by SF/jamieson630, 17 years ago

Revised patch is based on 1.52, and is solely related to
ImSetTrigger changes.

Okay, I take that back. It also implements do_command
(param == 1, cmd == 1), which is an unconditional jump from
what I can tell. The only place I've observed this is in the Sam
& Max USA Map, where the music is supposed to change as
soon as you click on your destination. That change appears
to be effected through the use of do_command (a = 257
means param == 1, cmd == 1).

comment:4 by SF/ender, 17 years ago

Was applied.

comment:5 by SF/ender, 17 years ago

Status: newclosed

comment:6 by digitall, 11 months ago

Component: Engine: SCUMM
Game: Sam and Max
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