Age | Commit message (Collapse) | Author |
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constructor
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In case of "unnamed" case (see line 582) we were memcpy'ing 31 byte from
the heap.
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Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
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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.
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gameid -> gameId
guioptions -> guiOptions
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_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
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DW1 floppy demo doesn't seem to have audio at all
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In the original, a second SetHookScene call can validly occur due to first
placing the cover-switched book in the bookcase, and then by the thief
leaving if his arrival happens immediately.
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it now mentions all the possible file names.
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- added support for MIDPAK.AD timbre files on top
FAT.OPL. FAT.OPL gets copied by installer into MIDPAK.AD for this version
- changed order of timbre file checking
- adjusted and improved comments about discworld 1 versions
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eriktorbjorn owns a version of DW1, that only has FAT.OPL and no
SAMPLE.AD/SAMPLE.OPL. We check if SAMPLE.AD/.OPL are available,
if not we try our luck with FAT.OPL
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because the game does not have one
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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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Version".
Regression from d4a354c17f811faa916bf548a11a88cb51c3b7b2.
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This reverts the endianess changes in commit c90d563 which do not work
properly in DW2 on BE systems (as GetSceneStruc()'s behavior is
different in DW2)
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RFC: Pluggable Engines #2 (No Python, just evolution of current configure shell and make code)
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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.
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This is now generated automatically by the configure script from the
engine directory names.
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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.
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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.
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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.
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This is part of bug #3615056 and is due to NULL being defined as
nullptr when C++-11 is enabled, which is not valid being assigned
to a integer value.
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RFC: Pluggable Engines: I18N: Move specification of engine specific files to enginedir/POTFILES
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This allows to keep the engines to specfiy the files for translation close to
the engine sources itself.
Thanks to criezy for his suggestion on this approach.
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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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