Age | Commit message (Collapse) | Author |
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Huge numbers of sound effects get started as soon as a couple of monsters are around. If we start dropping sound when the queue is full, we won't have any sounds in these situations, but we'll get tons of useless warnings instead.
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This patch makes sure that the stopping track (track 0) does not squash sounds which get queued during the execution of the stopping track. This seems to be a hardware problem (original driver implementation not suitable for modern machines).
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(also make internal driver version more flexible)
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getfreead and getsetad
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getOpenedSize()
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It is in spirit of the DOS version's selection dialog, but it has the
description above the buttons instead of below it.
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global variables from the data blob
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SCUMM: Add Apple-II sound player support
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Thanks to Fingolfin for pointing those out
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renamed them to rollEndCreditsGameWon and rollEndCreditsGameLost
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Dreamweb: Port rollEm() to C++, remove dead code
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DreamBase
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This conversion could do with a bit more work to remove the es/ax/cx
temp usage and clean up the code.
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locationPic()
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This allows to move some more functions into DreamBase
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