Age | Commit message (Collapse) | Author |
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Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
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This is now generated automatically by the configure script from the
engine directory names.
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This is the third and final commit enabling fully pluggable engines.
Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
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This is the second part of allowing engines to be added dynamically.
Each folder in engines/ which must contain a file named "engine.mk"
containing the make definitions for that engine.
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This is the first part of allowing engines to be added dynamically.
They are placed into a folder in engines/ which must contain a file
named "configure.engine" to add the engine, which is pulled into the
top level configure script automatically.
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"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
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This affects the Console / debugger classes of multiple engines.
An alternative solution would have been to remove the unused _vm
member vars. However, it seems likely that in the future, the _vm
member could be useful for methods added to the console. So instead,
we add a simple assert(_vm) to silence the clang warning.
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This fixes a channel assignment issue in opcode 119. This also implements
opcode 120, which is basically a stereo channel swapped version of 119
(o1_playSample).
This affects the Amiga and AtariST versions. I put a TODO to check the DOS
version here.
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This should fix the frequency of sound effects.
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This fixes bug 3091660 "FW: Looping samples don't loop in Amiga version".
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This implements a long standing TODO in PaulaSound::playSound.
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This works around a regression from 92df76fbb3802bf28819c2684d188251c249cdbb.
This should resolve the remaining issues of bug #3565362
"CINE: Savegame loading broken in FW".
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This partly fixes bug #3565362 "CINE: Savegame loading broken in FW".
This fixes a regression from 2fd8bae31994e5581d0ef43da439d01ddd0d1ef5.
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Powered by astyle & manual fixup afterwards.
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Compared against real FW Amiga under UAE and FW Dos under DOSBox.
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Tested with FW Amiga.
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Protects against cases where a non-existing script is referenced.
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Fix system menu in OS
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Powered by astyle.
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This fixes most cases of incorrect palette on savegame loading.
Thanks to yaz0r for this fix.
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Traced with gdb to sound.cpp:792 i.e. _fadeOutTimer infinite loop.
This bug was introduced by the addition of the MT-32 output driver for
Future Wars and associated mutex changes.
The _fadeOutTimer increment is done by the timer callback occuring
during the load method call, but this was excluded by the mutex.
Fixed by moving the mutex in the load method.
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Since the cine engine's support for Operation Stealth is still
incomplete with significant GFX glitches, this should be marked
as "ADGF_UNSTABLE" to warn users and prevent invalid bug reports.
However, it should be noted that the game is completable.
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ALL: Avoid using is* macros from ctype.h
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find -name '*.h' -or -name '*.cpp' | xargs sed -r -i 's@\(([A-Za-z0-9]+)\*\)@(\1 *)@g'
This seems to have caught some params as well which is not undesirable IMO.
It also caught some strings containing this which is undesirable so I
excluded them manually. (engines/sci/engine/kernel_tables.h)
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On some systems, passing signed chars to macros like isspace() etc. lead
to a runtime error. Hence, mark these macros as forbidden by default,
and introduce otherwise equivalent alternatives for them.
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This also reverts 42fd6975447b99f4a66ec411a62def2b3b49c5d6, which was wrong,
since I misread the assembly. Ooops.
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an GM device.
The driver is really specific to the Roland MT-32 right now, since it uses
MT-32 specific sysEx messages to setup instruments etc.
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callback in an extra thread.
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The driver is based on Future Wars. I do not own Operation Stealth, thus I do
not know whether it works fine for it.
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