Age | Commit message (Collapse) | Author |
|
svn-id: r53872
|
|
svn-id: r53869
|
|
This makes AGI quite a bit less noisy by default.
svn-id: r53868
|
|
svn-id: r53738
|
|
svn-id: r53484
|
|
svn-id: r53470
|
|
Bug #3017908: "AGI: No music with the new MIDI patch"
Thanks to Raziel^ for pinpointing the bug.
svn-id: r53166
|
|
svn-id: r53161
|
|
svn-id: r53148
|
|
This is based on patch #3085298 "overflows in agi and parallaction".
svn-id: r53147
|
|
Forward-ported from branch. Let's do this the easy way for now, even
if I'm not sure why the save dialog shows the autosave slot anyway.
svn-id: r52997
|
|
We have to update cursor position, not just terminate the input
buffer. This makes Ctrl-C work as intended, which fixes one half of
bug #3054184 ("SQ1 AGI: keyboard special keys are not functioning
properly"). I'm not sure if the second half actually is a bug.
svn-id: r52899
|
|
The initial screen color needs to be 0 and not 0xf for these. Winnie C64/Apple II should be completable now, with some graphical glitches and palette problems.
svn-id: r52881
|
|
This was due to a loop in AgiEngine::selectItems(int n), which lacked a check
that the engine was quitting or restarting.
svn-id: r52856
|
|
(After a brief discussion with sev.) AdLib is now the old Sarien sound,
PCjr is the new PCjr emulation. PCjr is still the default; we don't
need to ask getMusicType() how to get there.
svn-id: r52838
|
|
Music drivers:
default: proper Tandy/PCJr
adlib: proper Tandy/PCJr
pcjr: old Sarien emu
amiga: old Sarien emu in Amiga mode
pcspk: Sarien emu in PCSpk mode (quite wrong)
midi: 4 channel MIDI
svn-id: r52836
|
|
svn-id: r52831
|
|
Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
|
|
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
|
|
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
|
|
svn-id: r52719
|
|
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
|
|
svn-id: r52373
|
|
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
|
|
svn-id: r52368
|
|
Fixed by performing proper MIDI initialization.
svn-id: r52332
|
|
svn-id: r51312
|
|
svn-id: r51311
|
|
svn-id: r51310
|
|
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
|
|
* 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
|
|
with -Werror.
svn-id: r50943
|
|
svn-id: r50928
|
|
svn-id: r50891
|
|
AgiEngine class, and fixed a related bug, too
svn-id: r50607
|
|
an already freed reference
svn-id: r50606
|
|
svn-id: r50128
|
|
svn-id: r50127
|
|
svn-id: r50126
|
|
#defines
svn-id: r50125
|
|
svn-id: r50124
|
|
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
|
|
svn-id: r50049
|
|
svn-id: r50048
|
|
svn-id: r50033
|
|
svn-id: r50032
|
|
svn-id: r50031
|
|
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
|
|
svn-id: r49870
|
|
svn-id: r49845
|