Age | Commit message (Collapse) | Author |
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- MT-32 Castanets -> GM Claves
- MT-32 OneNoteJam -> GM Celesta
- MT-32 JungleTune -> GM Pan Flute
For PQ3 (from rev #53902, not in the commit description):
- MT-32 Warm Pad -> GM Pad 2 (warm)
Thanks to digitall and waltervn for their help with these
svn-id: r53907
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header file
svn-id: r53906
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svn-id: r53905
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svn-id: r53904
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Also, the dynamic mappings are now checked before the static ones
svn-id: r53903
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- Changed C - style comments in map-mt32-to-gm.h to C++ - style comments
- Added a new dynamic MT-32 -> GM mapping, complementary to the normal one, which can be done on the fly using the new console command "map_instrument"
- The "show_instruments" command has been moved to the music section and now displays the instruments of the game which aren't in the MT32-> GM mapping
svn-id: r53902
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svn-id: r53901
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All should be renamed to reduce risk of accidental incorrect use.
svn-id: r53899
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svn-id: r53898
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svn-id: r53897
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I also extended the comment for it to show two possible use cases.
svn-id: r53895
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This implements Max's idea on -devel
("Re: [Scummvm-devel] ATTN Engine authors: Advanced engine features") from
27.10.2010 on 11:12PM CEST.
Unlike the SCUMM implementation it stores the play time as ms instead of s.
The SCUMM engine was adapted to use this instead to reduce code duplication.
svn-id: r53892
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Console::postEnter()
svn-id: r53890
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svn-id: r53889
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svn-id: r53888
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SciEngine::pauseEngineIntern(), Console::preEnter() and Console::postEnter() and added a sanity check in SciEngine::getDebugger()
svn-id: r53886
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Also fix the wrong check that set the time directly to the target time
svn-id: r53885
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svn-id: r53884
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svn-id: r53883
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svn-id: r53882
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- Move loading of game stream to separate function
- Add checks for NULL in functions using _savegame
- Add expected saved size for sound & savepoints
svn-id: r53881
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svn-id: r53880
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Previously, you could get the game into a state where it would think a
key was constantly being pressed. E.g. by pressing 'p' several times
quickly in a row, the game would end in a state where it endlessly
toggled between pause mode and regular mode.
svn-id: r53878
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This should enable use of F-keys in BS25. Most of the KEY_*
constants are not used by the scripts anyway.
svn-id: r53877
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This fixes a crash one got by quitting via the GMM.
svn-id: r53876
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Additionally fixed some NEWS file punctuation.
svn-id: r53874
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svn-id: r53872
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svn-id: r53869
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This makes AGI quite a bit less noisy by default.
svn-id: r53868
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When the game was in a close up, cmd_Set_Mouse_Pos was setting
a out-of-window mouse position.
svn-id: r53866
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Used to rescale the knight animation when the knight
is moved around the room in Chapter 2
svn-id: r53865
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SCUMM)
svn-id: r53860
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This fixes intro (and game) in H3 DOS, general game
behavior in H2 Dos. H1 Dos is still broken.
svn-id: r53858
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was a left-over from debugging
svn-id: r53857
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bit 2 actually triggers special drawing of cels in sierra sci
svn-id: r53855
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svn-id: r53854
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adjusted comments about that and also renamed the bit, also added additional TODO, because hoyle 4 has special code that gets into action, when bit 0 is not set, but bit 2 is
svn-id: r53853
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svn-id: r53852
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interpreters should get checked for that hoyle 4 code, comment added
svn-id: r53851
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svn-id: r53850
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svn-id: r53849
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svn-id: r53848
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svn-id: r53847
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svn-id: r53846
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- Implement SaveLoad::writeEntry
- Implement missing saveLoadWithSerializer functions for all serialized classes & structs
- Add stub for SaveLoad::computePadding
svn-id: r53845
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svn-id: r53844
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svn-id: r53843
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svn-id: r53842
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- Implement Menu::startGame() properly
- Add stubs functions for game restart
- Made savegame headers serializable and moved validity checks inside struct definition
- Implement create/init savegame functions
- Add SavegameStream to be able to read/write to the same memory stream
- Add stubs for setup, writeEntry & loadEntry functions
svn-id: r53841
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svn-id: r53840
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