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2011-07-13SCUMM: Fix bug #3306145: INDY3: EGA version script bugsEugene Sandulenko
Based on a patch presented in the bugreport. Fixes several bugs connected with calcualting IQ points in Amiga versions of Indy3.
2011-07-11SCUMM: Adapt iMuse code formatting to our standards.Johannes Schickel
2011-07-11Merge pull request #54 "SCUMM v5 PC Speaker driver".Johannes Schickel
Discussion can be found here: https://github.com/scummvm/scummvm/pull/54
2011-07-10SCUMM: Fix some envelope bugs in PC Speaker output.Johannes Schickel
2011-07-10SCUMM: Let PC Speaker output be controlable via music volume.Johannes Schickel
2011-07-10SCUMM: Properly implement volume controler for PC Speaker output.Johannes Schickel
2011-07-10SCUMM: Fix priority settings in iMuse allocate part sysEx command.Johannes Schickel
Formerly we ever only used the lower 4 bit of the priority setting for a new part. The original used a full 8 bit setting though (based on the Indy4 PC Speaker output driver). This fixes missing notes in the Indy4 intro with PC Speaker output. This might affect other outputs too! And could cause regressions in case other outputs implemented priority settings differently.
2011-07-10SCUMM: Fix PC Speaker sound.Johannes Schickel
Now we only output a new frequency if a new channel was selected or a new output frequency has to be send. This makes the sound much more like in DOSBox. This is not present in the original, but since our timings are different this should make up for that.
2011-07-10SCUMM: Do not allow multi midi mode for PC Speaker output.Johannes Schickel
Thanks to eriktorbjorn for catching this.
2011-07-10SCUMM: Minor clean up in iMuse instrument handling code.Johannes Schickel
2011-07-10SCUMM: Limit iMuse default instrument load to PC Speaker output.Johannes Schickel
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.
2011-07-10SCUMM: Only try to load MT-32 instruments when we have a MIDI output in iMuse.Johannes Schickel
This fixes the melody in Indy4's intro with the PC Speaker output.
2011-07-10SCUMM: Implement effect envelope for PC Speaker output in SCUMM v5.Johannes Schickel
2011-07-10GRAPHICS: remove char/line spacing handling from sjis codeathrxx
(as discussed with LordHoto this should rather be handled in the engine)
2011-07-09SCUMM: fix DS compilationathrxx
2011-07-09SCUMM: Make use of graphics/sjis code for LOOM PCE sjis drawingathrxx
Also move font rom loader to graphics/sjis and make the necessary changes there.
2011-07-09SCUMM: cleanup sjis font rendering codeathrxx
2011-07-08SCUMM: Initial PC Speaker output implementation for SCUMM v5.Johannes Schickel
This is *not* complete yet.
2011-07-03SCUMM: Remove unused operator int.Johannes Schickel
2011-07-03SCUMM: fix crash in digital iMuse games when using RTL and restartingathrxx
(static array were not reset to NULL after being freed and therefore didn't get reallocated on restart)
2011-07-01GRAPHICS: Remove default values from FontSJIS::drawChar.Johannes Schickel
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.
2011-06-23ANALYSIS: Add static casts to is* functionsLittleboy
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
2011-06-21COMMON: Move HerculesDimensions enum to SCUMM.Johannes Schickel
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.
2011-06-20ALL: Remove trailing whitespacesMax Horn
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]*$//'
2011-06-19SCUMM: fix SCUMM3 FM-TOWNS font rendering glitch in Japanese modeathrxx
(Wrong character height for non-SJIS chars which messed up the inventory scrolling arrows)
2011-06-18SCUMM: regenerate 16bit palette after loading a savegame in LOOM PCEathrxx
(this avoids isssues when using savegames from different ports with different 16bit color modes)
2011-06-18SCUMM: fixed messed up colors in 16bit HE gamesathrxx
(regression from 068b4a5351a5574dbfac6acff5776a0071f3f2dd)
2011-06-18SCUMM: make sure asmDrawStripToScreen is not called in 16bit modeathrxx
(fixes possible issue in LOOM PCE)
2011-06-17SCUMM: fix FM-TOWNS graphics output for ARM devicesathrxx
(changed behavior of USE_ARM_GFX_ASM define)
2011-06-16SCUMM: fix bug in cb661d63d0cd45d1231435a593b74dfc51872a0fathrxx
2011-06-16SCUMM: slightly changed behavior of 16bit mode detectionathrxx
(another attempt to fix SCUMM FM-TOWNS for ANDROID)
2011-06-15SCUMM: change comment in last commitathrxx
2011-06-15SCUMM: hopefully fix 16bit mode support for SCUMM FM-TOWNS games and LOOM ↵athrxx
PCE on Android This mostly reverts 5b7754e3f095eb8a469dd4b7de5a6379f8e13c27. Instead, we try to use other 16bit modes after 555 fails.
2011-06-15SCUMM: fix bug #3316738athrxx
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.
2011-06-15SCUMM: fix possible portability issueathrxx
2011-06-14SCUMM: Fix noisy Valgrind warning.eriktorbjorn
2011-06-14DETECTOR: Pass allFiles to AdvancedMetaEngine::fallbackDetect()Max Horn
Also reorder the parameters of composeFileHashMap, placing the "return value" first.
2011-06-14SCUMM: Fix doxygen commentsMax Horn
2011-06-14DETECTOR: Separate code for handling obsolete gameids from advanced detectorMax Horn
This includes a renaming of ADObsoleteGameID to Engine::ObsoleteGameID, and AdvancedDetector::findGameID now is Engines::findGameID. Doxygen comments were added or improved
2011-06-13SCUMM: Change MessageDialog button label for consistencyThierry Crozat
Everywhere else the 'OK' button label is all upper case and here was the only place where it was not (it was 'Ok').
2011-06-13I18N: Make many more GUI MessageDialog strings translatableThierry Crozat
2011-06-13SCUMM FM-TOWNS: add number of color check in TownsScreen::updateOutputBuffer()athrxx
Although the 16 color surface is normally not on bottom, there could (theoretically?) be cases in 8bit fallback mode where this becomes relevant.
2011-06-13SCUMM: some cleanup in gfx_towns.cppathrxx
2011-06-13SCUMM: fix engine destructorathrxx
(This is relevant for cases where the engine errors out early, before certain arrays get initialized).
2011-06-04COMMON: Rename kFeatureCursorHasPalette -> kFeatureCursorPaletteMax Horn
2011-06-03SCUMM: fix typo (reported by Littleboy)athrxx
2011-06-02ENGINES: Change 2nd param of Engine::saveGameState to Common::StringMax Horn
2011-05-29SCUMM: Fix bug #1013617athrxx
(ZAK FM-TOWNS: Wrong verb ('Teleport To') shown)
2011-05-29FM-TOWNS AUDIO: Unlock internal mutex before calling imuse timer proc.athrxx
2011-05-29SCUMM: implement some missing (very low relevance) imuse codeathrxx
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).