Age | Commit message (Collapse) | Author |
|
svn-id: r53699
|
|
svn-id: r53698
|
|
svn-id: r53697
|
|
svn-id: r53696
|
|
svn-id: r53695
|
|
(used in the MI1 circus scene after Guybrush gets shot out of the cannon)
svn-id: r53616
|
|
- made use of LordHotos graphics/sjis code to reduce code duplication
- japanese mode for version 3 and 5 works fine now with few exceptions (some line spacing glitches in MI1 intro etc.)
svn-id: r53554
|
|
svn-id: r53494
|
|
svn-id: r53484
|
|
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
|
|
svn-id: r53161
|
|
(very noticeable in LOL PC-98)
svn-id: r53102
|
|
svn-id: r52842
|
|
svn-id: r52835
|
|
Our warning() and error() functions always add an exclamation mark
to the end of the message anyway.
svn-id: r52791
|
|
svn-id: r52737
|
|
svn-id: r52699
|
|
svn-id: r52627
|
|
svn-id: r52597
|
|
This fixes crashes with the plugins branch for dhewg.
svn-id: r52579
|
|
svn-id: r52578
|
|
svn-id: r52348
|
|
This speeds up loading of KYRA3's TLK files by a lot, since only the index
table will be load now. This should help the startup time for KYRA3 when
playing from CD or other slow storages.
svn-id: r52347
|
|
This also reduces the number of seeks done while loading TLK files.
svn-id: r52346
|
|
svn-id: r52340
|
|
svn-id: r52336
|
|
svn-id: r52232
|
|
svn-id: r52201
|
|
svn-id: r52200
|
|
svn-id: r52147
|
|
svn-id: r52108
|
|
svn-id: r51996
|
|
(some cleanup to internal driver volume control, minor frequency change for fm-towns)
svn-id: r51930
|
|
svn-id: r51834
|
|
svn-id: r51776
|
|
svn-id: r51757
|
|
for music fading in Kyra 1 FM-Towns and probably other FM-Towns games). This addition applies to emulated CD audio only for now. I haven't found a way to implement this for real CDs yet. SDL doesn't seem to support this (but it might be just me? If anyone knows more about this, just tell me).
svn-id: r51741
|
|
svn-id: r51708
|
|
svn-id: r51706
|
|
svn-id: r51705
|
|
This function is actually exactly the same as Screen_v2::generateOverlay,
after I fixed the implementation of the latter last commit.
svn-id: r51704
|
|
svn-id: r51703
|
|
Uncovered by a valgrind warning.
svn-id: r51698
|
|
svn-id: r51695
|
|
svn-id: r51668
|
|
svn-id: r51650
|
|
- FM-Towns euphony driver completely rewritten based on KYRA FM-Towns and LOOM towns disasm.
- Split all the emu and driver code from sound_towns.cpp into different files to make things a bit less confusing.
- Move the driver code to common space since the exact same euphony driver is used by LOOM which means we could get rid of the outdated and incomplete ym2612 driver/emu implementation (which doesn't even do things like instrument loading, pan position, etc). I haven't tried to add this to the Scumm engine yet, since I am not familiar with it and my priority was to get the driver finished first. But from the look of disasm it shouldn't be difficult to do.
- Introduce a generic FM-Towns audio interface based on FM-Towns system file disasm which was necessary for the euphony driver rewrite. Every FM-Towns game I have seen so far seems to access the audio hardware via these system functions. This interface implementation will also allow reasonably simple creation of new FM-Towns audio drivers (e.g. this could be used for Kings Quest 5 FM-Towns or others).
- Move the PC98 driver to common space, too, since I have a strong feeling that this driver is also used in the PC98 version of Future Wars
- This also improves KYRA FM-Towns music quality, sound effects accuracy and music fading.
svn-id: r51645
|
|
svn-id: r51495
|
|
svn-id: r51368
|
|
svn-id: r51324
|