Age | Commit message (Collapse) | Author |
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- Cleanup
MT32Emu:
- Lots more cleanup.
- Properly implemented pitch bending (not fast, but theoretically perfect).
- Full position delta is now calculated before PCM interpolation/decimation is performed, so that pitch modifiers will be considered.
- Now reports when using SSE or 3DNow, and when the samplerate is invalid.
svn-id: r15801
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- Channels now ignore effectLevel() and chorusLevel(), instead of sending unsupported control change messages to MT32Emu (they're not supported in a real MT-32, either, according to docs).
- Implemented setPitchBendRange() by sending a sysex write command to adjust the patch.
- _outputRate is now hard-coded at 32000, until tuning can be fixed for other sample rates.
MT32EMu:
- Extended File interface to deal with reading/writing 16/32-bit values endian-independently (they're always big-endian on file).
- Improved usage of packing-related pragmas.
- Should now be endian-agnostic (without depending on #defines for the endianness).
svn-id: r15800
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This call is currently only used for clearing the launcher screen to remove garbage from the main screen before reentering.
svn-id: r15799
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svn-id: r15798
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savegame from a different BASS version
svn-id: r15797
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svn-id: r15796
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svn-id: r15795
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svn-id: r15794
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svn-id: r15793
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svn-id: r15792
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svn-id: r15791
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not sure how this could happen though
svn-id: r15790
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itself. :-)
svn-id: r15789
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change for now, until kyra is investigated further.
svn-id: r15788
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svn-id: r15787
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svn-id: r15786
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I'm aware of were for bugs #786482 and #1043047.)
svn-id: r15785
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svn-id: r15784
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svn-id: r15783
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array, as it seems that none of kyrandia games have more than 0x13 command opcodes (checked kyra2 and kyra3).
svn-id: r15782
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svn-id: r15781
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don't point to the beginning of the malloc'd buffer anymore. So use the offsets to do the free() call ; maybe it will fix the palmos issue.
svn-id: r15780
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svn-id: r15779
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svn-id: r15778
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svn-id: r15777
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svn-id: r15776
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samples -> by default only does 22.5 kHz -> it's now actually almost usable on my machine ;-). Alternative approach might be to hard code 32000 here
svn-id: r15775
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svn-id: r15774
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svn-id: r15773
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svn-id: r15772
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svn-id: r15771
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- now modular
- modules are located on memory card and imported to storage memory when needed
- renamed AddArgs(..) -> ArgsAdd
- args related fucntions moved to args.* source files
- make some args passed even if no game was selected
- modules management stuffs
svn-id: r15770
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svn-id: r15769
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svn-id: r15768
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- Added new operators
- cleanup
svn-id: r15767
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- bLauched var : to know if we have launched an engine
- new info panel
- sysAppLaunchCustomDeleteEngine : if the back to launcher option is disabled
svn-id: r15766
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svn-id: r15765
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- one with launcher only resource
- one with engine only resource
+ new info panel
+ updated game panel
svn-id: r15764
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svn-id: r15763
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svn-id: r15762
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svn-id: r15761
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svn-id: r15760
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svn-id: r15759
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svn-id: r15758
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svn-id: r15757
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- lightspeed integration
- return to launcher on exit
+ cleanup
svn-id: r15756
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svn-id: r15755
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svn-id: r15754
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svn-id: r15753
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svn-id: r15752
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