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2019-11-15MADE: Fix Missing Default Switch CasesD G Turner
These are flagged by GCC if -Wswitch-default is enabled.
2019-11-03ENGINES: Stop using 'single id'Bastien Bouclet
2019-11-03ENGINES: Add an engine ID to all the enginesBastien Bouclet
2019-09-28MADE: Remove unused structureCameron Cawley
The code that used this was removed in commit 9ba6b79
2019-09-02MADE: Split out the game detection entries and add a note for Manhole MEdafioram
The Manhole: Masterpiece Edition is not a MADE engine and should not be added to the detection list. It is a HyperCard-like engine
2019-07-16MADE: Remove unused variablejepael
2019-06-10MADE: Remove leftover code. This lets run gracefully with -p parameterEugene Sandulenko
2018-05-28Merge pull request #1187 from bgK/detection-refactor-unknownBastien Bouclet
ENGINES: Return unknown game variants with the list of detected games
2018-05-20MADE: Do not attempt to read from non-existing fileAdrian Frühwirth
Fixes Trac#10534.
2018-05-10ENGINES: Add unknown game variants to the game detector resultsBastien Bouclet
2017-10-07ENGINES: Remove default1x scaler flagColin Snover
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions.
2017-09-07MADE: Fix static noise when playing soundsThierry Crozat
This was a regression introduced in commit 298ea1a. This fixes bug #9753.
2016-10-09JANITORIAL: Remove trailing spacesEugene Sandulenko
2016-05-09MADE: Initialize delta sound bufferEugene Sandulenko
2016-05-02MADE: Init class variablesEugene Sandulenko
2016-05-02MADE: CleanupEugene Sandulenko
2016-05-02MADE: Plug memory leakEugene Sandulenko
2016-03-13BACKENDS: Only expose one set of functions for AudioCDManagerMatthew Hoops
Engines should only have to call one set of functions and not decide between the two. In fact, the 'emulation' API was documented to just call the 'real CD' API.
2016-03-13BACKENDS: Move to an openCD() without parameters as the public APIMatthew Hoops
2016-03-08ENGINES: Make variable names of AdvancedMetaEngine conform to our guidelines.Johannes Schickel
_singleid -> _singleId _gameids -> _gameIds _guioptions -> _guiOptions
2015-07-19MADE: Fix palette fade in/outTorbjörn Andersson
The final palette wasn't set so, for instance, at the beginning of the RTZ intro the Infocom logo wouldn't completely fade to back. I think this is the correcet fix for that.
2015-07-19MADE: Fix overflow in audio interpolationWillem Jan Palenstijn
The interpolation code for deltaType > 0 read past the end of the workChunkSize-sized filled area of the buffer (which matches what MADE did, as far as I can tell). Avoid this by repeating the last value.
2015-07-19MADE: Fix movie audio glitches caused by reset of audio decoderWillem Jan Palenstijn
The sound buffer used in decompressSound() is now stored so that it can be re-used in the next call of decompressSound, specifically in chunk type 1. This caused some clicking/static in the intro of Return to Zork. Thanks to eriktorbjorn for noticing the glitch and writing most of the patch.
2015-07-05MADE: Music: initialize musicType variableMartin Kiewitz
wasn't initialized in case milesAudio was disabled
2015-07-05MADE: Delete AdLib instrument stream after driver initializationTorbjörn Andersson
2015-07-05MADE: Cleanup AdLib driver initialization...Torbjörn Andersson
... as per m_kiewitz's suggestions.
2015-07-05MADE: Allow loading of sample.ad from rtzcd.redTorbjörn Andersson
At the moment, AdLib music doesn't work yet though. At least not for this particular case.
2015-07-02MADE: Limit Miles audio to Return to Zork only, and enable Adlib support.Kirben
2015-07-02MADE: Add Miles support for RTZ, currently disabled for Adlib due to known ↵Kirben
issues.
2015-01-28MADE: Initialize some variablesStrangerke
2015-01-27MADE: Initialize some more variables, remove an useless variableStrangerke
2015-01-27MADE: Initialize some variables, remove a useless variableStrangerke
2014-07-11MADE: Print v1 database debugging at level 1 instead of all the timeMatthew Hoops
2014-07-11MADE: Error out when a picture cannot be foundMatthew Hoops
2014-07-11MADE: Error out when a blocks file fails to openMatthew Hoops
2014-02-18MADE: Make GPL headers consistent in themselves.Johannes Schickel
2013-11-26Merge pull request #375 from digitall/engineAutoPlugJohannes Schickel
RFC: Pluggable Engines #2 (No Python, just evolution of current configure shell and make code)
2013-11-24MADE: Janitorial - Fix spacing errorsStrangerke
2013-11-24BUILD: Remove need for engine.mk in each engine directory.D G Turner
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.
2013-11-24BUILD: Remove need for engine-plugin.h in engines.D G Turner
This is now generated automatically by the configure script from the engine directory names.
2013-11-24BUILD: Split engines/plugins_table header down to a file per engine.D G Turner
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.
2013-11-24BUILD: Split engines.mk down to a single file per engine.D G Turner
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.
2013-11-24BUILD: Split configure.engines down to a single file per engine.D G Turner
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.
2013-11-03MADE: Create MusicPlayer in run() instead of MadeEngine's constructor.Johannes Schickel
This fixes MT-32 emulator initialization. When the constructor is run the paths like extrapath etc. are not yet set up. Thus, the MT-32 emulator would not be able to find the necessary roms in case they are in the extrapath.
2013-08-03MADE: Take advantage of Surface::getPixels.Johannes Schickel
2013-08-03MADE: Prefer getBasePtr over direct Surface::pixels access.Johannes Schickel
2013-05-15MADE: Show version-related before size-related incompatibilities in savegamesFilippos Karapetis
This gives clearer errors when users use savegames saved with a different version
2013-05-02COMMON: Change kPlatformPC to kPlatformDOSMatthew Hoops
"PC" was very ambiguous and now it matches what we show in the GUI. This also corrects sword2's platform to Windows.
2013-04-28MADE: Null terminate string. CID 1003874Eugene Sandulenko
2013-04-18ENGINES: Silence clang warning about unused private member _vmMax Horn
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.