Age | Commit message (Collapse) | Author |
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svn-id: r52831
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Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
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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
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This is currently done in the engine code. I adapted AGI, AGOS, DRACI,
GROOVIE, LURE, MADE, QUEEN, SAGA, SKY, TINSEL and TOUCHE to send a reset
device on startup. The sound output still works fine (started up a game
from every engine), so this should hopefully not introduce any regressions.
As far as I can tell it seems that SCUMM does send a proper device reset, so
I did not touch it. KYRA only sends a proper reset for MT-32 currently. I am
not sure about SCI though.
This fixes bug #3066826 "SIMON: MIDI notes off when using RTL after SCI".
svn-id: r52736
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svn-id: r52719
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Formerly the AGI MIDI code did not setup the channel mask properly, in case
"native_mt32" was set. This resulted in one missing channel (i.e. channel 0),
since the MT-32 only responds to data for channels 1-9.
svn-id: r52718
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svn-id: r52373
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Bug #3034370: "Manhunter: New York keyboard unresponsive". Actually
the keyboard was made responsive after June implementation of set.key,
still the game speed was increasing. Fixed that too.
svn-id: r52369
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svn-id: r52368
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Fixed by performing proper MIDI initialization.
svn-id: r52332
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svn-id: r51312
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svn-id: r51311
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svn-id: r51310
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Bug #3017911: "AGI (Fan): SQ0 - Ego flickering". It is a regression from r49745,
as it appeared, some of the screen updates were too much.
svn-id: r51223
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* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
document it.
* Add more doxygen comments
* Cleanup
svn-id: r50963
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with -Werror.
svn-id: r50943
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svn-id: r50928
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svn-id: r50891
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AgiEngine class, and fixed a related bug, too
svn-id: r50607
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an already freed reference
svn-id: r50606
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svn-id: r50128
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svn-id: r50127
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svn-id: r50126
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#defines
svn-id: r50125
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svn-id: r50124
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be displayed. I hope this is the correct fix to keep Police Quest 1 from
hanging if you press Escape while reading the newspaper in the briefing room.
svn-id: r50072
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svn-id: r50049
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svn-id: r50048
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svn-id: r50033
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svn-id: r50032
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svn-id: r50031
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This makes it easier to quit the game during the text box in the King's Quest 3
into, and probably other places as well.
svn-id: r49881
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svn-id: r49870
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svn-id: r49845
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svn-id: r49843
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Without this parameter mass detection gave tons of false alarms.
Use globbing for narrowing down the depth search.
svn-id: r49788
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Since AGI distinguishes between PCSPK and PCJR/Tandy, make it as a
pseudodriver.
svn-id: r49782
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svn-id: r49781
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svn-id: r49760
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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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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
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svn-id: r49754
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svn-id: r49752
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FR #1913900: "AGI: MIDI support".
Currently it gets selected when Adlib is chosen. Finding a better
way to do it is a todo.
Also default instrument mapping is plain.
Based on original code by Jens. Christian Restemeier.
svn-id: r49751
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svn-id: r49749
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FR #1881179: "AGI detecting agi mouse". Always run ScummVM in
AGIMOUSE compatibility mode, thus no detection for it is
needed.
svn-id: r49748
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svn-id: r49747
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Bug #2825273: "AGI: KQ4: Dwarf sequence". Always allow ESC to work
in KQ4.
svn-id: r49746
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This fixes many subtle effects as in many cases there were no
special pausing and engine relied only on the slowliness of the
machine.
svn-id: r49745
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