Age | Commit message (Collapse) | Author |
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Fixes one of the bugs in the savegame selection screen in Phantasmagoria
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The EGA version of Gobliiins comes with an MDY track.
While the original doesn't play it, we thought it might
be a nice idea to play it nevertheless.
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This is a complete rewrite of the AdLib players for ADL and MDY/TBR
files in the Gob engine.
Major changes
1) The AdLib base class is now completely separated from all file
format code and can theoretically be used by any OPL2-based
format (within reason)
2) The new code is far better documented and more readable
3) The MDY player now actually works. The MDY/TBR format is
in reality the MUS/SND format created by AdLib as a simpler
alternative to the ROL format
4) Since the MAME emulator is quite buggy and leads to noticable
wrong percussion in the Gobliins 2 title music, the new AdLib
player will try to create a DOSBox OPL. If it's not compiled in,
or if the user configured opl_driver to "mame", it will print
out appropriate warnings.
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This removes the need for i32Point, which used int32, instead of the
int16 of Common::Point. Since the co-ordinates passed in are in int16,
this is safe. Tested with no regressions.
Also, removed return value from walkLine function as it always returned
true.
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This harmonises the usage with Common::Point.
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Formerly the GMM, AGI and SCI duplicated the logic for USE_SAVEGAME_TIMESTAMP.
Now I added a method to SaveLoadChooser instead, which takes care of this. This
might not be the best placement of such a functionality, thus I added a TODO
which talks about moving it to a better place.
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This reduces the code duplication in all client code, which formerly duplicated
the querying of the plugin, game id etc. and now simply calls the newly added
method runModalWithCurrentTarget() on a SaveLoadChooser object.
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This is actually always called when a dialog closes, thus manual closing is
not required. It furthermore is actually *bad* to call this from outside the
dialog's code, since it will remove the top dialog from the dialog stack and
thus mess up the GUI in case multiple dialogs are opened.
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We already pass the title and process button name to the constructor of
SaveLoadChooser and then do not offer any way of changing it, thus changing
the edit mode of the chooser is kind of pointless and was never actually used.
Instead we pass the mode on SaveLoadChooser construction now.
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Regression from 3968f3194893d88d1a8d73eef535b801e5415765
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Thanks to LePhilousophe for his feedback and observations on this
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Fixes the incorrect flood fill in the Rada Drums screen in GK1
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ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" logic.
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Fixes several wrong colors in SQ6
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Regression from 906f0248317e1a4167190a666fe308a09334bfac.
Fixes bug #3533069.
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Geisha's Penetration minigame should be complete now.
This also means that Geisha is now basically complete.
The only thing missing is the MDYPlayer, but since the
music is only played once during the title screen, and it
has a PCM-based fallback (which is currently played), this
is low priority.
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Since shooting does not yet work, we're just getting mauled by them...
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This is a leftover from before the move of the coroutine code.
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CoroutineSchedule is a singleton, thus it should not be possible to create
a custom instance of it.
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I used astyle here, which automatically removes the use of tabs in comments.
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Removal of some unused variables, logical reordering of functions and
minor changes to reduce minor duplication. No functional changes.
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This is used in LSL6 hires and SQ6. This initial implementation is hackish
and only works in SQ6 (nothing is shown in LSL6)
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The internal x,y point representation was already changed to int16
anyway, so this just harmonises this with the external API (and with
Common::Point which uses int16).
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Still no bullets, though :P
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You can actually move diagonally now
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Scoreboard transitions now play
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