Age | Commit message (Collapse) | Author |
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- FM-Towns euphony driver completely rewritten based on KYRA FM-Towns and LOOM towns disasm.
- Split all the emu and driver code from sound_towns.cpp into different files to make things a bit less confusing.
- Move the driver code to common space since the exact same euphony driver is used by LOOM which means we could get rid of the outdated and incomplete ym2612 driver/emu implementation (which doesn't even do things like instrument loading, pan position, etc). I haven't tried to add this to the Scumm engine yet, since I am not familiar with it and my priority was to get the driver finished first. But from the look of disasm it shouldn't be difficult to do.
- Introduce a generic FM-Towns audio interface based on FM-Towns system file disasm which was necessary for the euphony driver rewrite. Every FM-Towns game I have seen so far seems to access the audio hardware via these system functions. This interface implementation will also allow reasonably simple creation of new FM-Towns audio drivers (e.g. this could be used for Kings Quest 5 FM-Towns or others).
- Move the PC98 driver to common space, too, since I have a strong feeling that this driver is also used in the PC98 version of Future Wars
- This also improves KYRA FM-Towns music quality, sound effects accuracy and music fading.
svn-id: r51645
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After discussing with Walter, we should be able to detect SCI0 late on the presence of a SCI0 vocab.999 without checking if we're using the old decompressors.
svn-id: r51644
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fixes graphics in that game
svn-id: r51643
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svn-id: r51641
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fixes bug #3038367
svn-id: r51628
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solves bug #3037594
svn-id: r51627
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svn-id: r51626
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when touching fence
svn-id: r51625
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not set
svn-id: r51624
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svn-id: r51622
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svn-id: r51620
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A regression of r51423. Jones EGA has a non-parser related vocab.900 resource, so we can't detect the fan games based on not having an SCI1 vocab.900 resource. Fan games are now detected on whether or not vocab.0 exists (the parser vocab for SCI0).
svn-id: r51619
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svn-id: r51617
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should fix bug #3037003, i dont have english floppy, can't test.
svn-id: r51616
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fixes crash in hires gk1 on cemetary
svn-id: r51615
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svn-id: r51614
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- change directory button disabled
- showing message where to put characters, if saved from original sci interpreter
svn-id: r51613
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call completely
svn-id: r51612
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second-generation hybrid"
svn-id: r51611
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svn-id: r51610
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together with 2 subsequent similar bugs
svn-id: r51609
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for multilingual games
svn-id: r51608
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svn-id: r51606
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instead of checking the language to be japanese for that
svn-id: r51601
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svn-id: r51600
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svn-id: r51598
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Most of the games are guessed, i assume that SCI01->SCI1 games are multilingual, SCI1.1+ are not. I'm definitely not sure about the amiga games, can't check them though
svn-id: r51597
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svn-id: r51594
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It is convenient for localized games which always have English
as fallback, thus English will be selectable from GUI.
svn-id: r51593
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svn-id: r51591
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svn-id: r51590
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svn-id: r51589
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svn-id: r51584
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used in GK1)
svn-id: r51583
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removing space from previous name
svn-id: r51582
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svn-id: r51580
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svn-id: r51579
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in room 23
svn-id: r51578
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svn-id: r51577
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"fixes" bug #3037800
fixing warning in seg_manager
svn-id: r51576
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fixes bug #3037694
svn-id: r51575
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fixes bug #3037659
svn-id: r51573
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conversation dialog with esc (doesn't affect gameplay in any manner)
svn-id: r51572
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fixes bug #3037768
svn-id: r51570
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svn-id: r51569
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transferring from Windows to other systems (e.g. PSP)
svn-id: r51566
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#3036291)
svn-id: r51565
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svn-id: r51564
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Thanks to clone2727 for suggestion to initialize the default new plane
priority to 0xFFFF, which means that the plane should be invisible. I added a
FIXME there though. So please re check this change. In case that is fine just
remove the FIXME, in case some other default value should be chosen, please
change the value and also remove the FIXME.
svn-id: r51561
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makes polish lsl1 work (its game superclass name got translated, so no "Game" object available) - bug #3037194 thx to dam-soft for his patient help
svn-id: r51557
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