Age | Commit message (Collapse) | Author |
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svn-id: r53738
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svn-id: r53484
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This fixes bug #3067148 "DRACI: Volume range not respected". It seems Draci's
MIDI files do not setup the channel volume properly before using the channels,
but rely on having the maxed out. Since formerly the channel volume was
initialized to 255, it caused the channel volume to be zero in case the user
used 128 for his volume settings (128*255/255=128, and MIDI volume goes from
0-127).
svn-id: r52738
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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: r52144
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svn-id: r51707
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svn-id: r51464
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svn-id: r50890
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Now even the length of a compressed stream is measured precisely and
the dubbing sounds exactly like the original.
svn-id: r50618
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Timing of speaking is not fixed yet.
svn-id: r50614
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svn-id: r50559
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svn-id: r50558
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Playing works well, but I am not enabling it in the game player yet, because
I have not implemented measuring the time duration of compressed dubbing,
which is needed in the (exclusively used) blocking mode.
svn-id: r50543
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svn-id: r50519
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svn-id: r50409
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svn-id: r50408
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slash: switch between the last held item and normal mouse
comma, period: replace the currently held item with the previous/next item in the inventory
Also, commented a bit better what happens when ESCAPE is present with respect to map
programs and cut-scenes.
svn-id: r50407
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This is the behavior of the original player. It is not necessary to click on
the hero.
svn-id: r50361
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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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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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Now AD can search nested directories. By default it is turned off,
but there is new parameter to ADParameters struct. Usually value
of 2 is good enough for all purposes.
svn-id: r49653
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svn-id: r48936
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svn-id: r48935
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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: r48821
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svn-id: r48722
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svn-id: r48637
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svn-id: r48615
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After unfinished translation of the game, several inaccessible characters
have been left in the game files. Since the font does not contain all 256
characters, trying to draw them brings them random jump. I now properly
skip these characters.
svn-id: r48462
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The previous bugfix just hid the problem by removing an assert, but it might demonstrate
itself in another way later. This is a proper bugfix.
svn-id: r48460
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Inventory".
This patch corrects the valgrind fault, but may not be the ultimate fix.
This should be reviewed before backport to v1.1.0 branch.
svn-id: r48434
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svn-id: r48359
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svn-id: r48287
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svn-id: r48279
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(fixes bug #2907954: "DRAGON: Crash in Intro")
svn-id: r48147
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engines + GUI and proper keypad handling
svn-id: r48101
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svn-id: r48027
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svn-id: r47716
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sound/decoders/
svn-id: r47579
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svn-id: r47541
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svn-id: r47492
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svn-id: r47397
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svn-id: r47395
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Mixer::playRaw to Mixer::playInputStream
svn-id: r47375
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Also fix several recently introduced new/delete vs. malloc/free mismatches.
svn-id: r47369
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/ company.
Check this for reference:
http://en.wikipedia.org/wiki/Ad_Lib,_Inc.
http://www.crossfire-designs.de/images/articles/soundcards/adlib.jpg (note the upper left of the card)
This commit does not touch "adlib" and "ADLIB" uses!
Also it does not update all the SCUMM detection entries, which still use "Adlib".
svn-id: r47279
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svn-id: r47215
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This makes sense as a default for CLUT8 modes, but not really
for anything else. As part of the gsoc2009-16bit merge, the
default was changed to "all ones", with extra code in the SDL
backend to truncate this to the depth of the mode. However,
"all ones" (white) still isn't a very useful default for RGB modes.
So rather than jumping through hoops to provide a bad default,
it's better to remove the default altogether. Engines which relied
on the old default of 255 have been updated to specify it explicitly.
svn-id: r47118
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