Age | Commit message (Collapse) | Author |
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svn-id: r51650
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- 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the driver code to common space since the exact same euphony driver is used by LOOM which means we could get rid of the outdated and incomplete ym2612 driver/emu implementation (which doesn't even do things like instrument loading, pan position, etc).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
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svn-id: r51368
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svn-id: r51324
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It might be noteworthy that we do not support the music yet, but that might
change one day. We also do not mark the Kyra 1 Mac CD as GM only, since
that uses the included DOS sound files for now.
svn-id: r51221
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svn-id: r51187
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svn-id: r51186
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svn-id: r51183
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svn-id: r51182
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svn-id: r51181
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This finally enables animations for all of Darm's talk sequences.
svn-id: r51179
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svn-id: r51175
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svn-id: r51173
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svn-id: r51172
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svn-id: r51171
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svn-id: r51170
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svn-id: r51169
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svn-id: r51163
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svn-id: r51161
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svn-id: r51105
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svn-id: r51098
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svn-id: r51093
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* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
document it.
* Add more doxygen comments
* Cleanup
svn-id: r50963
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longer rely on using parent class names in friend classes of a subclass.
svn-id: r50952
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svn-id: r50949
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svn-id: r50948
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svn-id: r50772
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svn-id: r50608
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other out of tune
svn-id: r50604
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svn-id: r50603
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svn-id: r50602
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svn-id: r50563
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music and sfx)
svn-id: r50561
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real mt-32/lapc1/cm32l/cm64 device and our emulator is incomplete)
svn-id: r50452
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select MDT_PREFER_MT32 or MDT_PREFER_GM
svn-id: r50288
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svn-id: r50283
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svn-id: r50282
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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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svn-id: r49695
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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: r49069
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svn-id: r48954
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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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svn-id: r48879
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svn-id: r48821
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Actually g++ is just fine in this case :-). The thing I missed here
was that I declared the "offending" classes as friends in subclasses
of KyraEngine_v1, thus those friends were allowed to access the
protected elements of KyraEngine_v1 too.
svn-id: r48643
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Unlike g++, which does inherit friends (it seems), C++ does
specify that friend is not inherited. I.e. when B is a friend of
A and you have a class C subclassing B, C is not allowed to
access private memebers of A.
svn-id: r48641
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