Age | Commit message (Collapse) | Author |
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Favor 'ROL ' resources over 'GMD ' if
--native-mt32 is selected.
svn-id: r10537
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svn-id: r10505
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svn-id: r10495
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svn-id: r10466
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Seems to fix problem of distaff highlights after reload in loom [ega].
Could cause regression in fm towns games.
svn-id: r10455
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the iMuse implementation. This allows the termination
sequence to be done BEFORE object destruction, so
that the destructor is not making calls that may not
be appropriate during object destruction. (Virtual
functions were the concern, although I'm not sure any
of that was happening anyway. Oh well, better to be
safe than sorry.)
I implemented an empty terminate() in the base class,
but the other MusicEngine derivatives may have stuff
in their destructors that should be moved to this
method. I didn't check.
svn-id: r10452
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svn-id: r10437
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As defined in Patch [811623] MT-32 patch for Bug 810564
Added a channel mask to MPU-401 devices so that --native-mt32
may force the device to use only the subset of MIDI channels
actually supported by the MT-32. Also added a best-guess
interpretation of iMuse Part priority in the SysEx 0x00 msg,
since part priorities become more of an issue when the
channel count is cramped.
svn-id: r10409
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svn-id: r10405
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svn-id: r10397
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1. A Player_MOD class, basically acts as a simplified mixer that mixes at 60Hz intervals (or whatever interval you specify), this gives smooth music playback in player_v3a
2. Some changes to player_v3a as a result of #1, including reduced music volume
3. player_v2a, and the necessary additions to scummvm.cpp/scumm.h
svn-id: r10392
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svn-id: r10388
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svn-id: r10387
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ordering by the way? run strings or similiar over the .w32 files and play match the strings
svn-id: r10372
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svn-id: r10371
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svn-id: r10344
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modules; right now only work on OS X; once we add more build rules, other systems with dlopen() should work, too (e.g. Linux); Windows support may come later. This is still very much WIP
svn-id: r10304
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(this removes the need for an ugly hack in the build system, and is also conceptionally cleaner)
svn-id: r10282
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Implemented a parser for Euphony music. No
FM instrument support yet, as the FM chip used
by FM Towns is not being emulated yet. In the
meantime, a stock FM-emulated GM instrument is
being used instead.
This at least makes the Zak Towns kazoo tune
and the Loom Towns distaff audible. Emulation
of the FM Towns synth chip, or suitable
emulation using the OPL2 synth, is still
under investigation.
svn-id: r10265
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svn-id: r10257
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access of the actor position
svn-id: r10253
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be set first.
svn-id: r10191
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camera y-values, except here, for these games)
svn-id: r10174
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svn-id: r10172
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svn-id: r10171
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svn-id: r10169
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svn-id: r10165
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found.
svn-id: r10148
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svn-id: r10145
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(COMI: Lockup/crash on Skull Island)
svn-id: r10144
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of two big FIXME's, and might fix other scaling bugs in FT/DIG
svn-id: r10140
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svn-id: r10097
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members; added GameDetector::findTarget; made launcher use that new method; some initial preparations for Plugin code
svn-id: r10092
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svn-id: r10083
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svn-id: r10076
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(initial stab, more work to follow)
svn-id: r10066
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Revert last change to common.rules for now, it broke compile.
svn-id: r10061
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svn-id: r10052
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svn-id: r10030
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svn-id: r10029
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svn-id: r10012
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svn-id: r10008
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svn-id: r10005
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Needs config support added.
svn-id: r10002
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version been used.
svn-id: r9999
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svn-id: r9993
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svn-id: r9992
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least I think they refer to the same game, just with differently named data
files. This should fix bug #800378 ("MI1: no adlib with monkey target
(regression)").
Should the same change be made to the "game" (Monkey Island 1, SegaCD
version) target, or is that one too different?
svn-id: r9991
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should move the target list out into another file? there are a few more to add after they are known as well...
svn-id: r9987
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svn-id: r9949
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