Age | Commit message (Collapse) | Author |
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"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
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Checked with valgrind and no leaks are evident.
Thanks to LordHoto for suggesting these changes.
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This also removes the direct dependency on vorbis.
Thanks to [md5] for the majority of this patch.
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Thanks to clone2727 for pointing out the issue here.
Tested with Valgrind and no leaks present.
However, the music output is still not correct, when compared to
Midi output. This is due to the track numbering. Either the
external files need renaming or a mapping table will be needed.
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This removes most of the bad accesses and use of invalid pointers, but
it is still not quite correct. Also, it appears the music id and
external track ids may not be a direct mapping.
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This is done in the spirit of 658080deeda79d20ea40643569fbcb072573e7cf.
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Detection of the external digital music files works, but they currently
fail to play and cause segfaults if present... Suspected to be related
to premature destruction of audiostream data.
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This is a precursor to adding code within these functions to select
between MIDI and external digital music files.
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The nbsp at position 255 (assuming CP863) was missing (bug #3571138).
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Given the message Touche prints when it found a game, printing the
MD5 sums of the files was probably what it expected the
AdvancedDetector would do in the filebase fallback detector. This may
have been true in the past, but it's not what it does anymore,
rendering the message pointless.
This fixes it by calling the now accessable reportUnknown method.
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Since we need a FSNode parent for Mac resource forks, we need to change
signature of detectGameFilebased(), too.
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The A-acute, I-acute, O-acute and U-acute seem to be missing from the font,
and are now all remapped to their unaccented ASCII variants. I and A
were added by 303333352a3, and this patch adds O and U.
This is assuming the CP850 encoding, which is not entirely verified.
See bugs #2040311 and #3483383.
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This is intended to help debug the missing Spanish characters reported
in #2040311 and #3483383.
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Since we stream the VOC files from disk now, we can not use the global
resource file handle for playback but instead need to open a new handle for
every SFX started.
Fixes odd noises at the beginning of the Touche demo.
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GUIO_NOASPECT from Touche
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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
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When reallocation is unsuccessful, the passed buffer is not freed. In this case, assigning the result (NULL) will result in a leak of the original memory buffer.
See http://msdn.microsoft.com/en-us/library/kkedhy7c.aspx
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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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This unifies the engine names in MetaEngine::getName() and the
credits. In particular drop "Engine" or "engine" from the names when
it was present and use expanded names in credits when the
MetaEngine uses it (e.g. "Beneath a Steel Sky" instead of "BASS").
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Some backends may break as I only compiled SDL
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This also should fix some regressions from the previous
commits, related to MidiParser's either being leaked,
or being deleted and then used again (i.e., crashing).
I tested as many games as I had available, but further
testing of all affected engines is called for anyway.
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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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Many engines follow the advice in audio/midiparser.h and create a
"pseudo-MidiDriver" subclass. But MidiParser really only needs a tiny
subset of the MidiDriver capabilities, namely those found in
MidiDriver_BASE. So we try to subclass from that whenever possible; this
allows us to remove many stub methods, and enables further future
simplifications.
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