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2011-05-17AGI: CleanupWillem Jan Palenstijn
2011-05-17SCUMM FM-TOWNS: iMUSE MIDI driver for INDY4/MONKEY2athrxx
- 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.
2011-05-17FM-TOWNS AUDIO: Fix GCC warningsathrxx
2011-05-17FM-TOWNS AUDIO: Fix several CppCheck warningsathrxx
2011-05-17FM-TOWNS AUDIO: Some fixes and renamingathrxx
- renamed some stuff in the new midi driver code - fixed minor bug in midi driver code - fixed minor bug in euphony driver code - add some functionality to towns audio interface
2011-05-17FM-TOWNS AUDIO: Fix some bugs and rename some stuff in the midi driver codeathrxx
2011-05-17FM-TOWNS AUDIO: Fix note off event in midi driverathrxx
2011-05-17FM-TOWNS AUDIO: Fix some midi driver bugsathrxx
2011-05-17SCUMM: Add missing imuse featureathrxx
This adds an extra detune parameter which is assigned via sysex code 0. Most tracks don't use this (= assign a value of 0), so it isn't really a very noticeable feature.
2011-05-17FM-TOWNS AUDIO: Some midi code fixes and some renamingathrxx
2011-05-17FM-TOWNS AUDIO: Improve thread safetyathrxx
2011-05-17FM-TOWNS AUDIO: Some more midi driver codeathrxx
2011-05-17FM-TOWNS AUDIO: Fix mod wheel settingathrxx
2011-05-17FM-TOWNS AUDIO: Start fixing midi driver tempoathrxx
2011-05-17SCUMM: Set proper GUIO flags for monkey2/indy4 FM-TOWNSathrxx
2011-05-17FM-TOWNS AUDIO: More midi driver codeathrxx
2011-05-17FM-TOWNS AUDIO: Some renaming in the euphony driver codeathrxx
2011-05-17FM-TOWNS AUDIO: More midi driver code (effect processing)athrxx
2011-05-17FM-TOWNS AUDIO: Implement some midi commandsathrxx
2011-05-17FM-TOWNS AUDIO: Some more midi driver codeathrxx
2011-05-17FM-TOWNS AUDIO: Implement some more midi driver codeathrxx
2011-05-17FM-TOWNS AUDIO: Implement some midi driver functionsathrxx
2011-05-17SCUMM: Adapt code to latest FM-TOWNS audio driver changesathrxx
2011-05-17FM-TOWNS AUDIO: Change internal interface layoutathrxx
2011-05-17FM-TOWNS AUDIO: Some more midi driver code for FM-TOWNS monkey2 and indy4athrxx
2011-05-17GUI: Trying to clarify my comment on ctrl-a/ctrl-e *sigh*Max Horn
2011-05-17SCUMM: Make REDUCE_MEMORY_USAGE slightly more effecive (saving ~1kb ram)Max Horn
2011-05-17AGOS: cleanupMax Horn
2011-05-17SWORD1: Const correctness, code cleanup & simplificationMax Horn
2011-05-17M4: Fix leak in Console::cmdDumpFileMax Horn
2011-05-17COMMON: Forbid use of some more symbolsMax Horn
2011-05-17AUDIO: Fix typoMax Horn
2011-05-17LURE: Rename method random() -> getRandom()Max Horn
Also get rid of a slight bias for 0 in the random numbers (it was selected twice as often as any other number).
2011-05-17TOON: Use RandomSource instead of rand()Max Horn
2011-05-17GUI: Text editing tweaksMax Horn
- Streamline keypad handling - Allow up/down to act like home/end - On Mac OS X, allow ctrl-a and ctrl-e to act like home/end
2011-05-17GUI: For a list entry in edit mode, move caret to endMax Horn
2011-05-17COMMON: Remove unused RandomSource destructor, clarify comments, cleanupMax Horn
2011-05-17COMMON: Remove auxillary RandomSource constructorMax Horn
2011-05-17SWORD25: Name the random sourceMax Horn
2011-05-17TSAGE: Name the RandomSourceMax Horn
2011-05-17MOHAWK: Name the RandomSource used for mystMax Horn
2011-05-17AGI: Unify RandomSource instantiationMax Horn
This fixes a leak in PreAGI games (which never deleted their RandomSource), ensures that PreAGI's RandomSource has a name (and hence is registered with the event recorder) and even slightly simplifies the AgiEngine destructor.
2011-05-17TUCKER: Give name to RandomSource, to register it with event recorderMax Horn
2011-05-17TEEN: Use only one RandomSource and give that one a name.Max Horn
This change ensures that only RandomSource is used which also is registered with the event recorder. Moreover, it gets rid of a static RandomSource instance inside Actor::renderIdle.
2011-05-17COMMON: Registers RandomSources in constructor with the event recorderMax Horn
This also removes the dependency of engines on the event recorder header and API, and will make it easier to RandomSources that are not properly registered.
2011-05-16IPHONE/OSX: Updated xcode projectOystein Eftevaag
2011-05-16KYRA: Change engine name to KyraThierry Crozat
2011-05-16TSAGE: Fix graphics button behaviour (slightly hackish)eriktorbjorn
Don't rely on event.mousePos staying the same throughout the loop. This makes sure the button stays highlighted for as long as the mouse button is depressed, unless the mouse is moved off the button. The calculation of mousePos is slightly hackish. It should probably use a GfxManager object for that, but this will do for now.
2011-05-16GOB: Add a non-interactive Adibou2 demoSven Hesse
2011-05-16Merge branch 'master' of https://github.com/scummvm/scummvmathrxx