Age | Commit message (Collapse) | Author |
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AGOS: Add support for loading data from Windows (InstallShield) installer archives
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This fixes some ugly valgrind warnings and some crashes when quitting AGOS
games for me.
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This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
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For further discussion check here:
https://github.com/scummvm/scummvm/pull/16
Conflicts:
graphics/png.cpp
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Some backends may break as I only compiled SDL
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depth.
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The regression affected AGOS and maybe some others; specifically,
the real MidiDriver would have been deleted twice -- I previously
missed that the Engine instances takes care of freeing the real
MidiDriver, not the MidiPlayer wrapping it.
This commit should clarify the ownership of the real MidiDriver for
most pseudo MidiDrivers.
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Many engines follow the advice in audio/midiparser.h and create a
"pseudo-MidiDriver" subclass. But MidiParser really only needs a tiny
subset of the MidiDriver capabilities, namely those found in
MidiDriver_BASE. So we try to subclass from that whenever possible; this
allows us to remove many stub methods, and enables further future
simplifications.
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svn-id: r55850
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Found with Valgrind.
svn-id: r55559
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These were identified with Valgrind.
svn-id: r55558
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svn-id: r54148
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This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).
The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.
svn-id: r54147
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svn-id: r54001
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This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.
Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.
svn-id: r53399
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svn-id: r52904
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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: r51495
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svn-id: r51102
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svn-id: r51100
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svn-id: r50840
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because that would cause some nasty regressions...)
svn-id: r50643
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select MDT_PREFER_MT32 or MDT_PREFER_GM
svn-id: r50288
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svn-id: r50128
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svn-id: r49678
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- Removed AudioCDManager Singleton, and changed code for using AudioCDManager in OSystem.
- Added initialization code for new AudioCDManager in BaseBackend and OSystem_SDL.
svn-id: r49548
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These functions are only used internally be Engine subclasses, and
by moving them to a separate header we can reduce indirect header
dependencies.
svn-id: r48934
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This greatly reduces indirect dependencies on several header files
from common.
svn-id: r48933
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svn-id: r48365
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before freeing it, which isn't necessary.
svn-id: r46941
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svn-id: r46316
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other Puzzle Pack games.
svn-id: r44285
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solution proposed in "Case agnostic handling for directories (and files)" on -devel.
svn-id: r44266
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audio playback on engine quit. (This only problem affected playback from CD, not from ripped audio files)
svn-id: r43512
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svn-id: r43304
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engine, which require higher resolution.
svn-id: r43270
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common/EventRecorder.[h/cpp]).
svn-id: r42751
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svn-id: r42164
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writing to the frameBuffer.
svn-id: r42163
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svn-id: r40619
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svn-id: r40098
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Files.
svn-id: r40063
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svn-id: r39260
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svn-id: r39259
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