Age | Commit message (Collapse) | Author |
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svn-id: r55091
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svn-id: r54815
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svn-id: r54811
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When copying data files with 8.3 names from a CD, they sometimes end up
with a trailing dot, e.g. "INDEX." instead of "INDEX". Comon::File
supports this, but in r54392 Tinsel stopped using Common::File.
This commit also removes the useless SeekableSubReadStream wrapper
around the actual file stream.
svn-id: r54446
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svn-id: r54439
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svn-id: r54437
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svn-id: r54392
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svn-id: r54385
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These were actually all "harmless" (i.e. where no obstructions
to RTL support). Still good to get rid of 'em!
svn-id: r54286
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svn-id: r54271
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svn-id: r54263
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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: r54261
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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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* names now comply to our naming conventions
* the function computeStreamMD5AsString which computes the MD5
as a hex string now returns it as a Common::String
* add doxygen comments
svn-id: r54121
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Also fix some typos, and minor tweaks
svn-id: r54118
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svn-id: r54030
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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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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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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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