Age | Commit message (Collapse) | Author |
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- AdLib + MT32 support
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Moved the creation of _midiMusic, _pcmMusic, _sound and _bmv from
the constructor to run(). It was reported on the forum that the
MT-32 emulator didn't work for Discworld, and I'm speculating that
this is because it was being initialized before the "extra path"
had been added to the search path.
It's likely that not all of these objects are needed for every
version of the game. Fixing that is left as an exercise for
someone more familiar with the different game versions than me.
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This makes sure that the game path is only ever added once for the PSX version
of DW1. Most noticably this will make the warning about the game path being
present in SearchSet disappear on startup.
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Call _bmv->FinishBMV() before setting g_pCurBgnd to NULL. Otherwise,
there will be an assertion if quitting during a cutscene while a
subtitle is being shown. (At least I think that's the condition.)
(Also, it seems to be a good idea to call it before EndScene(),
because even though there was no assertion, I got a lot of warnings
when I did it after.)
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This is needed for DW1 Mac
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This is the second attempt. All the BE resources of DW1 Mac are
handled correctly now. Added READ_16, READ_32, FROM_16, FROM_32 and
TO_32 to handle all of the different cases where endianess is
already handled. Note that the game scripts are LE, so these
haven't been changed
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This was added in commit 3fdddd53b2b970aae3e967bebc0bff6e642a5111.
However, having handling for both BE and LE resource complicates
the engine code unnecessarily. Thus, a different approach will be
done.
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Safer and less portability issues.
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This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
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For further discussion check here:
https://github.com/scummvm/scummvm/pull/16
Conflicts:
graphics/png.cpp
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Some backends may break as I only compiled SDL
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byte depth.
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The regression affected AGOS and maybe some others; specifically,
the real MidiDriver would have been deleted twice -- I previously
missed that the Engine instances takes care of freeing the real
MidiDriver, not the MidiPlayer wrapping it.
This commit should clarify the ownership of the real MidiDriver for
most pseudo MidiDrivers.
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svn-id: r55091
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svn-id: r54392
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svn-id: r54271
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Use of global vars is what prevents RTL from working in Tinsel (and
probably in other engines). More specifically, the fact that many
global vars are not explicitly inited when the engine is (re)launched.
svn-id: r54262
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svn-id: r54148
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This commit contains the AudioCDManager changes from the gsoc2010-opengl
branch. The other changes in that branch are restricted to the backends
directory only (plus configure).
The Nintendo DS and Dreamcast ports still need to be ported over to
the new Audio CD system, but that should be fairly easy to do.
svn-id: r54147
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reentering the game. There could be (and most likely are) others as well
svn-id: r54028
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This includes an rather hacky attempt to merge all the recent gp2x backend
changes into the branch. I suppose the gp2x backend and probably all new
backends, i.e. gph, dingux etc., might not compile anymore.
Since I have no way of testing those it would be nice if porters could look
into getting those up to speed in this branch.
svn-id: r53399
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This is currently done in the engine code. I adapted AGI, AGOS, DRACI,
GROOVIE, LURE, MADE, QUEEN, SAGA, SKY, TINSEL and TOUCHE to send a reset
device on startup. The sound output still works fine (started up a game
from every engine), so this should hopefully not introduce any regressions.
As far as I can tell it seems that SCUMM does send a proper device reset, so
I did not touch it. KYRA only sends a proper reset for MT-32 currently. I am
not sure about SCI though.
This fixes bug #3066826 "SIMON: MIDI notes off when using RTL after SCI".
svn-id: r52736
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svn-id: r52684
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svn-id: r52674
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Bug #3032778 was fixed too as it is the duplicate.
Since there is no engine-specific logic, rely on superclass'
setupSoundSettings(), and use it on startup too.
svn-id: r52374
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svn-id: r52149
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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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select MDT_PREFER_MT32 or MDT_PREFER_GM
svn-id: r50288
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svn-id: r50128
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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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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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