Age | Commit message (Collapse) | Author |
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svn-id: r54029
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reentering the game. There could be (and most likely are) others as well
svn-id: r54028
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The very same issue probably affects more engines, possibly even some
which have RTL enabled.
svn-id: r54027
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svn-id: r54011
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svn-id: r54007
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This placates compilers that complain about the semicolon in
"CORO_BEGIN_CONTEXT;"
svn-id: r53992
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svn-id: r53991
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svn-id: r53936
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As a nice side effect, this gets rid of 25 out of 64 occurrences
of nullContext in the TINSEL code.
svn-id: r53935
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* Fix a bug which caused coroutines invoked with nullContext to
leak their state.
Sadly, nullContext is underdocumented, yet very delicate and
full of subtleties... ./
* Move nullContext decl from sched.cpp to coroutine.cpp
* Enhance a few doxygen comments
svn-id: r53934
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This fixes some leaks that occurred when exiting the game resp.
returning to launcher. Note that we still leak some coroutines when
exiting after loading a savegame.
svn-id: r53933
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svn-id: r53932
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This adds in German, Italian, and Spanish as detection entries, so a user can immediately select what language to run the game in.
svn-id: r53724
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This stops the long delays at the start of playing each sample
svn-id: r53717
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svn-id: r53714
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svn-id: r53712
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svn-id: r53711
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svn-id: r53709
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svn-id: r53708
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svn-id: r53707
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svn-id: r53484
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svn-id: r53471
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svn-id: r52932
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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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svn-id: r52673
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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: r52338
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the lookup tables
svn-id: r52333
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MIDI offsets for the enhanced music soundtrack
are now calculated on the fly
svn-id: r52331
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For some reason it referred to non-existent 3141. Changed it to
correct 3142.
svn-id: r52324
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Bug #2827022: "DW: Enhanced music doesn't work". This release
has completely different MIDI.DAT file. So far offsets and detection
for this version were added. The mapping has to be confirmed with
James Woodcock.
svn-id: r52323
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svn-id: r52149
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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: r50924
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svn-id: r50834
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svn-id: r50501
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svn-id: r50383
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causing the several game crashes
svn-id: r50372
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svn-id: r50360
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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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Without this parameter mass detection gave tons of false alarms.
Use globbing for narrowing down the depth search.
svn-id: r49788
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svn-id: r49694
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Now AD can search nested directories. By default it is turned off,
but there is new parameter to ADParameters struct. Usually value
of 2 is good enough for all purposes.
svn-id: r49653
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svn-id: r49447
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source strings.
The original code change with r49086 did only aimed at zero terminating
the szFilename string (as the comment suggests), so I now changed it
to use memcpy and a manual placement of the terminating zero.
svn-id: r49357
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Bug introduced by r49086 change which could trim the last character of filenames.
svn-id: r49356
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svn-id: r49086
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