Age | Commit message (Collapse) | Author |
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Albeit the code is marked as a hack inside the source, the original behaved
exaclty the same. If the code is removed the PC Speaker output will miss notes,
since unlike the original we only output to parts, which have an instrument set
up.
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This fixes the melody in Indy4's intro with the PC Speaker output.
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(as discussed with LordHoto this should rather be handled in the engine)
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Also move font rom loader to graphics/sjis and make the necessary changes there.
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This is *not* complete yet.
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(static array were not reset to NULL after being freed and therefore didn't get reallocated on restart)
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Fixes Smacker videos in Blue's Birthday
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drawChar is overloaded in FontSJIS. One takes a "Surface &" as first
parameter another one "void *", they furthermore have the exact same
number of required parameters. The one "void *" just had a few extra
parameters with default values. This resulted in a bug in SCUMM, where
"VirtScreen *" (a subclass of Surface) was passed instead of "VirtScreen &"
and thus the method taking "void *" was incorrectly used.
To make it easier to spot such bugs in the future I just removed the default
values and thus disallow such calls.
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This fixes a potential problem with passing char values that would be sign-extended and yield unexpected results.
See http://msdn.microsoft.com/en-us/library/ms245348.aspx
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The enum is only used inside the SCUMM engine so it is rather pointless to
keep it in common/util.h right now. Also if we really want it in some common
place it should probably be better in graphics/ too.
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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(Wrong character height for non-SJIS chars which messed up the inventory scrolling arrows)
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(this avoids isssues when using savegames from different ports with different 16bit color modes)
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(regression from 068b4a5351a5574dbfac6acff5776a0071f3f2dd)
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(fixes possible issue in LOOM PCE)
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(changed behavior of USE_ARM_GFX_ASM define)
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(another attempt to fix SCUMM FM-TOWNS for ANDROID)
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PCE on Android
This mostly reverts 5b7754e3f095eb8a469dd4b7de5a6379f8e13c27. Instead, we try to use other 16bit modes after 555 fails.
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This provides fallback to 8bit color mode for SCUMM3 FM-TOWNS games on platforms which set the USE_RGB_COLOR define even though that color mode is not being fully implemented for that platform.
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Also reorder the parameters of composeFileHashMap, placing the "return value"
first.
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This includes a renaming of ADObsoleteGameID to Engine::ObsoleteGameID,
and AdvancedDetector::findGameID now is Engines::findGameID.
Doxygen comments were added or improved
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Everywhere else the 'OK' button label is all upper case and here was
the only place where it was not (it was 'Ok').
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Although the 16 color surface is normally not on bottom, there could (theoretically?) be cases in 8bit fallback mode where this becomes relevant.
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(This is relevant for cases where the engine errors out early, before certain arrays get initialized).
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(ZAK FM-TOWNS: Wrong verb ('Teleport To') shown)
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1) Don't skip transpose setting in sysex command 0. There are only a few sounds where this setting is used (mainly sfx).
2) Make MI2 and INDY4 read certain player start parameters from the sound resource. The start parameters usually match our default parameters (exception: e.g. LeChuck's Fortress). The use of these parameters has been dropped in DOTT (they use default parameters like we do).
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- fixed lockup situation in imuse destructor (only concerning the fm-towns driver)
- fixed lockup situation when AudioCDManager functions get called
(in both cases both the main thread and the mixer thread would get locked in different mutex belonging to the other thread)
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This adds an extra detune parameter which is assigned via sysex code 0.
Most tracks don't use this (= assign a value of 0), so it isn't really a
very noticeable feature.
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