Age | Commit message (Collapse) | Author |
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* Changed MidiDriver::createMidi so that if MD_ADLIB is passed, it
now *does* instantiate the adlib driver.
* Rewrote MidiDriver::detectMusicDriver (code should be clearer now,
and hopefully easier to adapt/maintain). Note that the behavior
changed slightly (this may require some tweaking).
* Added MidiDriver::findMusicDriver which works similar to the old
MidiDriver::parseMusicDriver but returns the full MidiDriverDescription
and ignores all characters in the passed driver name following a colon ":".
* Changed MidiDriver::parseMusicDriver to use MidiDriver::findMusicDriver.
* Changed game engines to match the changes made to MidiDriver.
* Modified SCUMM engine to not record the selected midi/music driver
(in _midiDriver), but rather the music *type* (in _musicType).
svn-id: r19859
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svn-id: r19754
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svn-id: r19724
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svn-id: r19706
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svn-id: r19703
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svn-id: r19668
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BS2 were the last engines that didn't. But I could be mistaken.
svn-id: r19463
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svn-id: r19412
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-move puzzle data to itedata
svn-id: r19411
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svn-id: r19329
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svn-id: r19317
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svn-id: r19239
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svn-id: r19216
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and nibbles order in samples appeared to be swapped. Had to untemplate
whole thing over again because I have no idea how to speicalize one of two
parameters in templates.
Now voices are clean but have some ticks, looks like overload. ITE wasn't
broken ;)
svn-id: r19166
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svn-id: r19142
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#1328019 "IHNM: French MD5s" and #1094819 "IHNMAIMS: md5's of my cd version"
respectively
svn-id: r19139
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when everything else is :).
svn-id: r19136
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by default by kind permission from Wyrmkeep Entertainment Co.
svn-id: r19125
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as it is not possible to tell that by md5. Bumbed savegame version.
svn-id: r19113
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to remove old leftover which plainly overewrote all those sophisticated
checks.
svn-id: r19112
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it less of a CPU hog for 0.8.0, but I hope we'll be able to fix it properly
for later versions.
svn-id: r19083
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ite and ihnm respectively. Sorry, but I had to do it before release, no
autoupgrade as games weren't supported only in developer's version.
Fix bug #1297365 "ITE: Game detection is broken".
Now it distinguishes between DOS CD and Win CD, though it uses platform and
language settings from .ini to do the choice. I.e current games need to be
redetected. Though only these 2 games are affected. I.e. they have exactly
same resource files, just Windows release adds up external patches. These
patches cannot be added to detection as they're stored in subdirectories.
Also I resolved problem between ite-demo-win and ite-demo-linux where latter
is a superset of former. I.e. it has all files which win demo has plus one
additional. And if you try to detect Linux demo it shows you both. Of course
this could be handled by upper solution, but to make sure I count number of
required files for matched versions and remove those which do not have max
number of files. I.e. if 2 games matched and one requires 4 and another one
requires 5 files, then we have 5 files matched which certainly points to
second game not the first.
svn-id: r19074
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That eliminates GF_LANG_DE and GF_MAC_RESOURCES.
svn-id: r19071
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svn-id: r19035
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bug #1324103.
I've changed it - again - so that now it only centers the pitch wheels on
unload if a new mpCenterPitchWheelOnUnload property has been set. Currently
only the SAGA engine does that, so if it still breaks it only breaks SAGA.
I've also fixed what looked like an unintentional fall-through in the
MidiParser::property() function. Surently that can't cause any new
regressions? Please.
svn-id: r19032
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least partially successful.
svn-id: r19025
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svn-id: r19022
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broken any old savegame made on a big-endian machine. Oh well, better now
than after 0.8.0 ...
svn-id: r19021
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svn-id: r19020
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was popping *twice* the number of parameters that had originally been
pushed.
This appears to have been a bug in the ITE floppy version as well; one that
was fixed in the CD version.
At least that's how I understand it.
svn-id: r19017
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sev had already done that. All that was left for me was this final bit of
cleanup. :-)
svn-id: r19014
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svn-id: r19013
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svn-id: r19012
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o Fix status text color. (Though text is all ITE-specific)
o Enable inventory drawing
o Load inventory sprites
o Hid now unneeded actor loading debug output
svn-id: r19011
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chapter is selectable without crash. As a side effect all buttons now have
correct backgrounds ;).
svn-id: r19010
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svn-id: r19009
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svn-id: r19007
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* Verb buttons and texts are drawn at the correct coordinates. I've
compared it to the screenshot on Mobygames.
* Verb text is drawn without shadow.
* The "Walk to", "Look at", "Take" and "Use" buttons all have the correct
background. For some reason, I can't find the sprites for the remaining
four buttons.
svn-id: r19004
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works?
svn-id: r19003
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svn-id: r19002
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svn-id: r19001
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svn-id: r19000
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svn-id: r18997
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svn-id: r18996
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svn-id: r18995
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svn-id: r18994
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hard-coded.
svn-id: r18993
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want. ITE has only one cursor, so in that case the parameter is ignored,
and IHNM currently always gets the hourglass cursor. So it could be
improved. Lots. :-)
svn-id: r18992
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svn-id: r18991
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svn-id: r18990
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