Age | Commit message (Collapse) | Author |
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Some backends like GCW0 do no support graphics >320x240 due to
the hardware limitation (downscaling is possible but it will ruin
the pixel hunting which is often part of the gameplay).
Instead of manually updating the list of engines, we now introduce
a new dependency.
I marked all relevant engines, but some, like tinsel, require more
work with putting their relevant high-res games under USE_HIGHRES
define.
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This reverts commit 06addfc4041b3e20fd89dee46227e04f1c66fe52.
We implement the actual Simon1 DOS AdLib driver now, thus this code is
obsolete.
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Testing so far has not really happened. Only the first part of the intro has
been tested.
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Should have been removed in a4b8c6e054fec4a3555970a70430a90fa96db12e
but wasn't.
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Adlib.
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AGOS: Give each MIDI track its own loop flag
Since the changes broke looping in Simon the Sorcerer 2.
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- not using byte pointer + size and instead now a
SeekableReadStream for factory
- adjusted ACCESS + AGOS engines accordingly
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use PKWARE data compression library code from COMMON/
AdLib drivers will get changed to use streams too
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implements support for extracting MIDPAK.AD from SETUP.SHR
this way the user isn't required to install the game and can just
use the files copied from CD-ROM.
Files inside SETUP.SHR were compressed using PKWARE data compression
library.
PKWARE decompression code based on information released by
Ben Rudiak-Gould in comp.compression on 13.8.2001
Miles Audio support is still disabled atm
and has to be enabled manually
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combined both Accolade + Miles Audio initial open() code
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enabled it by accident in the last commit
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in factory
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moved driver reading code into factory of both Accolade music drivers
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set _nativeMT32, so that the MT32 XMIDI track set is getting used
and not the general MIDI one for MT32 Miles Audio playback.
This should solve the MT32 music issues, although this needs
to get verified in detail.
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currently not enabled by default, because there are some
issues.
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remove "_" from reset-method-names
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figured out the code that the original interpreters used to
skip over the header-SysEx
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- renamed _MT32 to _nativeMT32
this name doesn't really make sense, because MUNT isn't a native
MT32, but the name is common to the other engines
- implement MT32 -> General MIDI mapping in case no MT32 is
available
- implement dialog screen, so that user is told about General MIDI
mapping and that it may sound awful
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- Kirben told me that Elvira 2 is shipped with MUSIC.DRV and
INSTR.DAT file. Using MUSIC.DRV file makes the music work properly
I couldn't check, b/c I own none of these games.
- also commented out implemented bug of INSTR.DAT/MUSIC.DRV
This bug only affected the adlib drivers, so I guess we should
rather fix it instead of implementing the same buggy behavior
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- both known variants are supported (INSTR.DAT + MUSIC.DRV)
- INSTR.DAT/MUSIC.DRV holds channel mapping, instrument mapping, etc.
- fixed bug inside S1D MidiParser, that ruined some instrument changes
0xFC header was seen as 2 byte header, but it's 4 bytes in Elvira 2
and 5 bytes in Waxworks / Simon 1 demo
- dynamic channel allocation for the MUSIC.DRV adlib driver is not
implemented atm, simply because at least the demos of Waxworks and
Simon 1 do not use this feature
- sound effects of Waxworks are not implemented atm
- note: the game "Altered Destiny" uses Accolade INSTR.DAT variant too
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of Waxworks.
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AGOS: Give each MIDI track its own loop flag (bug #6665)
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This probably affects the full version as well, but I haven't
verified that. Either way, the old code was obviously wrong while
the new makes it look right to me.
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I have verified that the demo is completable, though it doesn't
actually seems to end. You're just told that there is nothing more
for you to do.
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This is needed because the MIDI resources have their own loop flag
that overrides the global one. This makes a difference for games
that use MIDI both for music and sound effects, such as (limited
to?) the floppy version of Simon the Sorcerer 1.
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