Age | Commit message (Collapse) | Author |
|
|
|
This mostly enforces tabs for indentation and spaces for formatting. But also
fixes spaces on empty lines, some extra/missing spaces.
astyle + manual fixup
|
|
renamed getflag() to getFlag()
renamed setflag() to setFlag()
renamed flipflag() to flipFlag()
preagi: renamed setFlag for this engine to setWinnieFlag
|
|
- graphics code fully rewritten
- Apple IIgs font support
- Amiga Topaz support
- Word parser rewritten
- menu code rewritten
- removed forced 2 second delay on all room changes
replaced with heuristic to detect situations, where it's required
- lots of naming cleanup
- new console commands show_map, screenobj, vmvars and vmflags
- all sorts of hacks/workarounds removed
- added SCI wait mouse cursor
- added Apple IIgs mouse cursor
- added Atari ST mouse cursor
- added Amiga/Apple IIgs transition
- added Atari ST transition
- user can select another render mode and
use Apple IIgs palette + transition for PC versions
- inventory screen rewritten
- SetSimple command now properly implemented
- PreAGI Mickey: Sierra logo now shown
- saved games: now saving controller key mapping
also saving automatic save data (SetSimple command)
- fixed invalid memory access when saving games (31 bytes were saved
using Common::String c_ptr()
Special Thanks to:
- fuzzie for helping out with the Apple IIgs font + valgrind
- eriktorbjorn for helping out with valgrind
- LordHoto for figuring out the code, that caused invalid memory
access in the original code, when saving a game
- sev for help out with reversing the Amiga transition
currently missing:
- mouse support for menu
- mouse support for system dialogs
- predictive dialog support
|
|
I forgot to remove that code in commit 0cb0a09 when I removed the
line that preceded it.
|
|
Instead of factoring the volume into the tone attenuation it now scales
the volume table. This way it still uses the full table when playing
at a low volume and therefore keeps the 16 attenuation levels.
Also use kMusicSoundType instead of kSFXSoundType to be coherent with what
the MIDI output is doing (volume for both music and SFX is controlled by
the Music volume slider).
|
|
This was a regression from ceb2909.
|
|
A higher volume in the GUI resulted in a lower music volume (and
lower volume in the GUI resulted in higher music volume).
|
|
This looks like a regression from commit 24bb5da: AGI: Add a layer of
abstraction between the sound chip and the two players
|
|
|
|
Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
|
|
In preparation of using the sound code with Winnie
|
|
|
|
|
|
|
|
I suspect this is the format for AGI V1 sound resources as well. It is
currently implemented by splitting getNextNote() to getNextNote_v2() and
getNextNote_v1(). Since the V1 format consists of simple register values
to the sound chip in PCjr, this could probably be made more cleanly by
refactoring the code to resemble the chip more closely, so that its state
is updated by writing to the registers.
|
|
The idea here is that if two voices are generating the same tone,
the square wave generator should be in sync so that the wave forms
amplify each other, rather than cancelling each other out.
|
|
|
|
Because chanGen() gets called very early, and sometimes it crashes
ScummVM as soon as the game starts. Actually, it's probably enough to
initialise a couple of fields in _tchannel[], but I figured it
couldn't hurt to clear all of _channel[] and _tchannel[].
svn-id: r52741
|
|
svn-id: r49870
|
|
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
|
|
FR #2813133: "AGI: Proper Tandy 3-Voice/IBM PCjr Sound Support".
Add proper Tandy music. Heavily based on NAGI source, thus attached
its X11 license.
To run it now use -e pcjr. Old one is still default for adlib but
most likely will be changed in the future.
Also lied ground for further separation of different sound generators.
svn-id: r49755
|