Age | Commit message (Collapse) | Author |
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svn-id: r21279
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svn-id: r21278
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svn-id: r21277
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for now
svn-id: r21276
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bug is a bug in our fmopl.cpp. Ken Silverman's Adlib emulator doesn't seem to
exhibit the bug either. (But is apparently less feature complete than MAME's.)
svn-id: r21275
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svn-id: r21274
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svn-id: r21273
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to do.
svn-id: r21271
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got rid of antialiasing artifacts
svn-id: r21270
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svn-id: r21269
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Logo is still shown weirdly.
svn-id: r21268
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beginning of music" bugs. As an experiment, I tried hooking up ScummVM with the
most recent version of the FMOPL code, and the bug went away.
Unfortunately, I believe we are stuck with the ancient version for license (and
performance?) reasons.
svn-id: r21267
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svn-id: r21266
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where low-frequent noises are playing at the beginning of some new sounds.
svn-id: r21265
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platforms
svn-id: r21264
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shapes and wrongly call of the kyragame fading in the outro)
- Removes a new line from a warning in seqplayer.cpp
svn-id: r21263
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unk3 -> spacing1
unk7 -> spacing2
unk12 -> fractionalSpacing
updateCallback4() -> update_setNoteSpacing()
updateCallback9() -> update_stopChannel()
updateCallback15() -> update_stopOtherChannel()
updateCallback17() -> update_setupInstrument()
updateCallback28() -> update_setFractionalNoteSpacing()
updateCallback43() -> update_nop1()
updateCallback47() -> update_nop2()
svn-id: r21261
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svn-id: r21260
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but it seems that it drifts out of sync after a few repeats even with the
original interpreter. It's a feature!
This cleanup clears up some of the more confusing break/continues in the
callbackProcess() function, and gets rid of _continueFlag.
svn-id: r21259
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svn-id: r21258
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svn-id: r21257
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svn-id: r21256
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svn-id: r21255
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resources
svn-id: r21254
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svn-id: r21253
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svn-id: r21251
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svn-id: r21250
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svn-id: r21249
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svn-id: r21248
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really mean "channel". Fixed that:
OutputState -> Channel
_curTable -> _curChannel
_outputTables[] -> _channels[]
The biggest change was modifying all the "state" and "table" local variables
and function parameters.
Ahd, at no extra charge:
_outputTable[] -> _regOffset[]
svn-id: r21247
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svn-id: r21246
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unk4 -> position (measured on a very short ruler :-)
unk5 -> duration
svn-id: r21245
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updateCallback31 -> update_setChannelTempo
updateCallback42 -> update_resetToGlobalTempo
updateCallback55 -> update_setTempoReset
- Renames some vars:
unk1 -> tempo
unk6 -> tempoReset
- Fixes tempo bugs
svn-id: r21244
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svn-id: r21242
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removes all game-specific references from the Player class. Bloodshed Dev-C++ project file updated.
svn-id: r21241
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introduced when renaming).
- Changes unk41 and unk32 to signed.
- Fixes wrong sound when dropping items (that was also a little bug in primaryEffect2)
svn-id: r21240
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generate "leap samples". I doubt this will make any noticeable difference, but
at least now we can probably rule out timer inaccuracies from the list of
possible suspects for the remaining bugs.
Also removed unnecessary mutex locking/unlocking from readBuffer(), spotted by
LordHoto.
svn-id: r21239
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malcolm and kallak.
Also corrects callback50() which seem to improve the sound a bit in the kallak writing scene.
svn-id: r21238
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timer inaccuracies can cause that kind of problems, or we'd have noticed it in
the other game engines as well", guess what? The other game engines do not
necessary use a timer for their Adlib music. So now Kyra doesn't either.
Fortunately for my dignity, the music is still a bit uneven at times, but the
situation does seem to have improved a bit, and the sound effects sound better
to me now.
svn-id: r21237
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svn-id: r21236
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Cleaned up the sound code a bit (removed some unneeded functions).
svn-id: r21234
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svn-id: r21233
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update1() -> setupDuration()
updateAndOutput1() -> setupNote()
setInstrument() -> setupInstrument() (just for the symmetry)
updateAndOutput3() -> noteOn()
That made the following two renamings seem natural:
updateCallback10() -> update_playRest()
updateCallback27() -> update_playNote()
I decided to number the secondary effects, even though there's only one:
update_setupSecondaryEffect() -> update_setupSecondaryEffect1()
update_removeSecondaryEffect() -> update_removeSecondaryEffect1()
And finally, I renamed the effects callbacks:
stateCallback1_1() -> primaryEffect1()
stateCallback1_2() -> primaryEffect2()
stateCallback2_1() -> secondaryEffect1()
svn-id: r21232
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svn-id: r21231
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of use in tracking down the tempo bugs.
svn-id: r21230
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svn-id: r21229
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checked by water
svn-id: r21228
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svn-id: r21227
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svn-id: r21222
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svn-id: r21220
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