Age | Commit message (Collapse) | Author |
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Also improve and update the french translation.
svn-id: r52740
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Bug #3039004: "MANIACNES: Ed does not appear at doorway."
Actually whole thing is a gross hack on top of SCUMM v1.5 hack
with extra wide screen. It all calls for review and writing
specified methods.
svn-id: r52375
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svn-id: r52372
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- Start rewriting audio code for FM-TOWNS versions of Loom, Indy3 and Monkey Island 1 using the recently added code in towns_audio.cpp (Zak should work the same way, but I can't test, since I don't own that one).
- All sound types (pcm, euphony and cd audio) now support volume and balance control (e.g. try walking into/out of the kitchen and opening/closing the door in the Scumm Bar in Monkey Island 1 or walking into/out of the circus tent).
- Pcm sounds now support proper loop start/end and note offsets (e.g. try out the hammer sound in the forge in LOOM for example).
- some other minor improvements
- The FM-Towns versions of Indy 4 and Monkey Island 2 are not affected. I don't have Monkey Island 2, but I presume that it will work like Indy 4. Adding support for these will be a separate task, since they work quite differently.
svn-id: r52198
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svn-id: r52108
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These devices are not able to create appropriate drivers.
The only purpose for now is having proper gui options and flags and music types for the device detector.
The corresponding GUIO flags for the new devices have been added, too.
svn-id: r51995
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Apart from adding the necessary detector flags, in cases where we used
to only check for PC Speaker we now also need to check for PCjr. Note
that I have only tested this with the VGA version. And even with that
one, I've only given it the briefest of tests.
svn-id: r51988
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If the mixer isn't ready, we probably have to check for PCjr as well,
so add that case.
svn-id: r51987
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This once again makes it possible to select PC Speaker music in Indy 3.
svn-id: r51986
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enable PCJR sound for Maniac Mansion v1 and v1 and Zak McKracken v1 and v2.
svn-id: r51983
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svn-id: r51974
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svn-id: r51776
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svn-id: r51679
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svn-id: r51495
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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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svn-id: r50840
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svn-id: r50128
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Bug #1328120: "MANIACNES: Screen width incorrect, camera halts sometimes".
Fixed by workaround and was tested with intro and on the kitchen,
where now it is possible to see Edna without her noticing you
first.
svn-id: r49764
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svn-id: r49678
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- Removed AudioCDManager Singleton, and changed code for using AudioCDManager in OSystem.
- Added initialization code for new AudioCDManager in BaseBackend and OSystem_SDL.
svn-id: r49548
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The new "Help" button in the GMM is currently only used by SCUMM.
To use it, an engine currently needs to subclass MainMenuDialog.
svn-id: r49249
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svn-id: r49010
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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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The idea behind this is exactly the same as behind r48620,
but it affects all engines, thus engine authors can now use
CursorMan.replaceCursor without having to worry about possible
memory leaks or the like.
svn-id: r48626
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removing its cursor from CursorMan.
The problem here was that SCUMM only uses CursorMan.replaceCursor. When no
cursor had been setup before it would cause the SCUMM cursor to be never
removed from CursorMan, since in this case replaceCursor just uses pushCursor.
To avoid this problem I am just pushing a dummy cursor (and palette, since
that is used in SCUMM HE games too) on engine setup and removing it on engine
destruction.
Actually every engine should setup their first cursor via CursorMan.pushCursor
and then on quit remove it again via CursorMan.popCursor. Using
CursorMan.replaceCursor is *no* good idea for the first cursor to setup, since
that might either replace an existing cursor, thus destroying the caller's
cursor, or pushing a new cursor on the stack, which might result in a leak.
This would also result in making a call to CursorMan.popCursor unsafe, since
that might also impact the caller's cursor setup again.
svn-id: r48620
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svn-id: r48499
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svn-id: r48161
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amount. This is a problem for the DS port.
svn-id: r48137
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svn-id: r47767
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svn-id: r47622
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different values.
svn-id: r47562
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svn-id: r47541
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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: r46316
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svn-id: r46315
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svn-id: r46143
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svn-id: r46119
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svn-id: r46110
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svn-id: r46080
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with minor changes.
svn-id: r46061
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svn-id: r45436
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svn-id: r45435
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svn-id: r45433
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svn-id: r45393
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with minor changes.
svn-id: r45370
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version of Loom, with minor changes.
svn-id: r45304
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volume fading, lip sync quality and platform resource costs.
svn-id: r44374
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