Age | Commit message (Collapse) | Author |
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The filling station now plays at the proper speed
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After listening to the original music in a Mac emulator (which
unfortunately doesn't handle the music very well), I can only
conclude that note value 1 means the note should continue playing.
At first I thought maybe it was supposed to fade the current note,
or perhaps change its volume, but I can't hear any traces of
either. So I'm going to assume it just means "hold the current
note", though for the life of me I cannot think of any valid
reason for such a command. So it may be wrong, but it sounds
closer to the emulator than it did before.
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Some compilers throw a warning on the "const static" ordering, so
the more standard "static const" should be used instead.
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In fact it affected all DOS versions of the game.
This is a regression from 93e69aa4da0558b05fc235684355ed38eed9863d.
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Some notes in the main theme are very staccato, and this could
possibly explain why.
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I completely forgot to delete the dummy iMUSE object after using it
to skip over the old music save information. Thanks to Lordhoto for
pointing this out.
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This is a regression from e016e7dfc2b1e3cdb39c01d81c5a34eee66a277b.
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SCUMM: Support OPL3 in Sam&Max
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The scrollbar handle was one pixel too far to the left, and the
topmost position was off by one as well. I've verified this to the
best of my ability. I've compared it visually in DOSBox (which is
a bit tricky for Discworld 2, but I think it's right now), and
against the initial Tinsel v1 source code that was added to
ScummVM. I don't know what the initial Tinsel v2 source code
looked like, though.
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Adjusted NM_SLIDE_INSET and NM_SLIDE_THICKNESS to make the inventory
scrollbar work as it did before Tinsel v1 and v2 were combined. The
scrollbar worked before, but you had to click a bit to the left of
it to operate it. It's the only place in the code where these
constants are used, so it should not break anything else.
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Looking at this code and the code in clip2D, this shouldn't happen,
but this will prevent any future issues.
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This variable is likely to be used in the future if the associated
TODO is implemented, so this warning is inhibited by adding a debug()
output statement.
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I used this command for changing "const type * const" to "const type *const":
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/const \([a-zA-Z0-9_]*\) \* const/const \1 \*const/g'
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Powered by astyle.
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At least for me, hfsutils turns spaces into underscores so try both
"Monkey Island" and "Monkey_Island".
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Initialise _channel[] even when the instruments aren't available.
Otherwise, ScummVM will crash in a number of places including,
but not limited to, when loading savegames.
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After some discussion on #scummvm, the player now locks the sound
resource while the music is playing. This prevents the resource
manager from expiring the resource, which at best could cause
music to restart where it shouldn't.. At worst, I guess it could
have crashed, but I never saw that happen.
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An original game bug
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Properly treat rests as rests, not notes. Otherwise, it would try
to play a really low note which just came out as a "pop".
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It shouldn't make any real difference, but it's probably more
formally correct.
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In looped music, prevent the music channels from drifting out of
sync over time. This was noticeable after a few minutes in the
SCUMM Bar. We do this by extending the last note (which is just
zeroes, so we didn't even use to play it) so that it has the
exact number of samples needed to make all channels the exact
same length. (This is calculated when the music is loaded, so it
does not need any extra data in the save games, thankfully.)
As a result, the getNextNote() is now responsible for converting
the duration to number of samples (out of necessity) and for
converting the note to a pitch modifier (out of symmetry). I made
several false starts before I realized how much easier it would
be this way.
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- fix some glitches in CGA rendering mode
- revert most of 66da4777d476c6a9fc2a13351e3b30afc748fd94 (instead of having lots of EGA dithering routines throughout the whole EOB code we're going to implement some post-processing code in updateScreen())
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At least on my computer, when the note ended abruptly there would
be an annoying "pop" at the end. This was particularly noticeable
at the end of the distaff notes in Loom. To get around this, fade
out the last 100 samples. There's nothing magical about 100 in
particular, but it's a nice even number and it should be short
enough that it's never a noticeable part of the note, even at low
sample rates.
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It was the remains of an experiment and no longer serves a purpose.
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Mac Loom's drafts appear to be stored from variable 55 and upwards.
I'm working under the assumption that there's either only one
version of Loom for the Mac, or that they all behave the same. I
could be wrong about that.
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It was never quite clear exactly what "drafts fix" did. It wasn't
guaranteed to work on all versions of Loom - or at all - and I
haven't heard any reports about the data structure getting
corrupted for years.
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