Age | Commit message (Collapse) | Author |
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CID 1350104: regression from graphics rewrite in C64 picture drawing
CID 1350101: potential buffer overflow in set.simple command
CID 1350112: uninitialized variable in TextMgr
CID 1350113: false positive uninitialized variable in SystemUI
CID 1350114: potentially uninitialized variable in IIgsSample
CID 1350117: false positive uninitialized variable in InventoryMgr
CID 1350103: code bug in CGA rendering TextMgr::charAttrib_Set()
CID 1350109: false positive in GfxFont::loadFontAmigaPseudoTopaz()
CID 1350111: original AGI uninitialized memory issue
in SpritesMgr::showObject
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This mostly enforces tabs for indentation and spaces for formatting. But also
fixes spaces on empty lines, some extra/missing spaces.
astyle + manual fixup
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fixes crash in Manhunter 1, when looking at corpse right at the
start. Sound resource is actually corrupt (missing bytes).
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check curInstrument pointer inside midiNoteOff
also improving readability a bit by cleanup
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According to Apple IIgs emulator and recorded music on Apple IIgs,
it seems that stereo was reversed. Melody in games seems to be
playing on left channel and not on the right one.
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fixes several crash possibilities
including uninitialized .chn
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find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
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I took the opportunity to add two CHECKMEs to the code, which seems to load a
file into memory for no real apparent reason.
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In preparation of using the sound code with Winnie
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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I'm unable to test this change, but it avoids using a pointer to store
an int temporarily.
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AGI: Fix //gs output
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Some backends may break as I only compiled SDL
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Also add comments describing which instruments use swap mode or vibrato,
plus print debug messages when those instruments are actually being played.
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Make the player be centered on a fixed number of "generators" instead of
MIDI channels that arbitrarily allocate generators for notes.
Make the audio stream to be stereo and for sample rate use _sampleRate.
Rewrite the synthesis core:
* Make generators use both oscillators
* Implement swap mode for oscillators
* Fix envelope update frequency
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svn-id: r54385
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* names now comply to our naming conventions
* the function computeStreamMD5AsString which computes the MD5
as a hex string now returns it as a Common::String
* add doxygen comments
svn-id: r54121
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svn-id: r49758
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Now the sound subsystem of the engine finally is possible to grasp.
Also now it is obvious why CoCo3 sounds are not functioning.
svn-id: r49757
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svn-id: r49749
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