Age | Commit message (Collapse) | Author |
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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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This in turn enables modifying MidiDriver_MPU401::close() to allow
it to be called on a midi driver that has not yet been opened.
The specific issue that triggered me to make these changes was a
crash-upon-quit in HUGO, caused by it instantiating a midi driver,
then encountering an error (missing hugo.dat) *before* having
opened the new midi driver; the general cleanup code then tries
to close the (not yet opened) midi driver -> kaboom
Also fixed some engines which were leaking MidiDriver instances.
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And respect global mute settings
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master
Conflicts:
backends/platform/android/android.cpp
engines/sci/graphics/screen.cpp
engines/sci/graphics/transitions.cpp
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This change was not tested, because I do not have any touche copy.
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svn-id: r55850
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svn-id: r55806
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ToucheEngine::res_loadBackdrop().
svn-id: r55385
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svn-id: r54815
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svn-id: r54385
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Since TOUCHE uses Debug Channels, this allows for the interactive setting of debugflags as well as providing a base for adding further debugging commands.
svn-id: r54137
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svn-id: r54105
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svn-id: r53484
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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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