Age | Commit message (Collapse) | Author |
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modify the _roomPalette, ever
svn-id: r10777
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Otherwise get blank screen in dig/ft/comi.
svn-id: r10775
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svn-id: r10774
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svn-id: r10769
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reevaluate this): 'target' is what is in your config file; 'game' is what a frontend provide. E.g. the scumm frontend provides the game 'monkeyvga', and my config file has target 'monkeyvga-ger' configured to use that game
svn-id: r10766
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svn-id: r10764
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svn-id: r10762
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svn-id: r10761
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svn-id: r10749
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svn-id: r10720
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svn-id: r10704
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be changed, but it seems to work well enough to put it into CVS
svn-id: r10687
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svn-id: r10680
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svn-id: r10665
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Manual redraw of verbs areas isn't require after reload of game in loom/loomcd, causes glitches in some locations.
svn-id: r10648
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svn-id: r10620
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All the hooks are in, but actual implementation
needs to be checked for portability.
svn-id: r10615
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the main code (maybe putting this into the Engine constructor would be better, though?)
svn-id: r10611
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svn-id: r10602
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svn-id: r10601
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gets reset); remove obsolete 256 color blending code
svn-id: r10592
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svn-id: r10585
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see why it wouldn't work
svn-id: r10584
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svn-id: r10580
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explicitly
svn-id: r10571
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svn-id: r10566
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svn-id: r10559
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svn-id: r10558
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cleanup; also added an error() invocation to find out if certain code is still needed
svn-id: r10556
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makes room for a potential 'Scumm' namespace)
svn-id: r10549
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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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