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author | athrxx | 2011-05-16 23:13:33 +0200 |
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committer | Willem Jan Palenstijn | 2011-05-17 20:42:47 +0200 |
commit | 87571909be0c9f4c29eb1384665be064d2ee8f42 (patch) | |
tree | a21623caa7604930299e5b05d43eb8c6bf6838dd /engines/scumm/detection_tables.h | |
parent | 52d81727a3c4ee5a5737b10366951021066eda13 (diff) | |
parent | 726a7f3b1aee4abd7c1fe198cbd317664685e21f (diff) | |
download | scummvm-rg350-87571909be0c9f4c29eb1384665be064d2ee8f42.tar.gz scummvm-rg350-87571909be0c9f4c29eb1384665be064d2ee8f42.tar.bz2 scummvm-rg350-87571909be0c9f4c29eb1384665be064d2ee8f42.zip |
SCUMM FM-TOWNS: iMUSE MIDI driver for INDY4/MONKEY2
- This adds an accurate imuse midi driver implementation for the
FM-Towns versions of MI2 and INDY4. Until now you could only use the
PC devices for these two games (which was not a real issue since the
audio tracks are dedicated AdLib and MT-32 tracks anyway; for FM-Towns
the AdLib music simply gets converted which is not really satisfactory).
Anyway, the new driver it will sound just like when using an emulator
like UNZ.
- The YM2612 code was removed since it was not used anymore (except for
the plugin code which was moved to a separate file). Some explanation
about this: The YM2612 code was an incomplete (no instrument support, no
pcm support, no proper tempo handling, etc.) implementation of the
FM-Towns euphony driver which is used for some sound effects in SCUMM3
games (e.g. LOOM distaff). We do have a rather complete and accurate
implementation of that driver in fmtowns_pc98\towns_euphony.cpp (used
only in KYRA 1 FM-Towns at first, but also in SCUMM3 since last summer).
So this is safe to be removed.
Diffstat (limited to 'engines/scumm/detection_tables.h')
-rw-r--r-- | engines/scumm/detection_tables.h | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/engines/scumm/detection_tables.h b/engines/scumm/detection_tables.h index 4234664715..7eb1e80132 100644 --- a/engines/scumm/detection_tables.h +++ b/engines/scumm/detection_tables.h @@ -184,6 +184,8 @@ using Common::GUIO_NOLAUNCHLOAD; using Common::GUIO_NOMIDI; using Common::GUIO_NOSPEECH; using Common::GUIO_MIDITOWNS; +using Common::GUIO_MIDIADLIB; +using Common::GUIO_MIDIMT32; // The following table contains information about variants of our various // games. We index into it with help of md5table (from scumm-md5.h), to find @@ -242,11 +244,11 @@ static const GameSettings gameVariantsTable[] = { {"monkey", "SEGA", 0, GID_MONKEY, 5, 0, MDT_NONE, GF_AUDIOTRACKS, Common::kPlatformSegaCD, GUIO_NOSPEECH | GUIO_NOMIDI}, {"monkey2", "", 0, GID_MONKEY2, 5, 0, MDT_ADLIB | MDT_MIDI | MDT_PREFER_MT32, 0, UNK, GUIO_NOSPEECH}, - {"monkey2", "FM-TOWNS", 0, GID_MONKEY2, 5, 0, MDT_TOWNS | MDT_ADLIB | MDT_MIDI | MDT_PREFER_MT32, 0, Common::kPlatformFMTowns, GUIO_NOSPEECH}, + {"monkey2", "FM-TOWNS", 0, GID_MONKEY2, 5, 0, MDT_TOWNS | MDT_ADLIB | MDT_MIDI | MDT_PREFER_MT32, 0, Common::kPlatformFMTowns, GUIO_NOSPEECH | GUIO_MIDITOWNS | GUIO_MIDIADLIB | GUIO_MIDIMT32}, {"atlantis", "", 0, GID_INDY4, 5, 0, MDT_ADLIB | MDT_MIDI | MDT_PREFER_MT32, 0, UNK, GUIO_NONE}, {"atlantis", "Floppy", 0, GID_INDY4, 5, 0, MDT_ADLIB | MDT_MIDI | MDT_PREFER_MT32, 0, UNK, GUIO_NOSPEECH}, - {"atlantis", "FM-TOWNS", 0, GID_INDY4, 5, 0, MDT_TOWNS | MDT_ADLIB | MDT_MIDI | MDT_PREFER_MT32, 0, Common::kPlatformFMTowns, GUIO_NONE}, + {"atlantis", "FM-TOWNS", 0, GID_INDY4, 5, 0, MDT_TOWNS | MDT_ADLIB | MDT_MIDI | MDT_PREFER_MT32, 0, Common::kPlatformFMTowns, GUIO_MIDITOWNS | GUIO_MIDIADLIB | GUIO_MIDIMT32}, {"tentacle", "", 0, GID_TENTACLE, 6, 0, MDT_ADLIB | MDT_MIDI | MDT_PREFER_GM, GF_USE_KEY, UNK, GUIO_NONE}, {"tentacle", "Floppy", 0, GID_TENTACLE, 6, 0, MDT_ADLIB | MDT_MIDI | MDT_PREFER_GM, GF_USE_KEY, UNK, GUIO_NOSPEECH}, |