Age | Commit message (Collapse) | Author |
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svn-id: r10397
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svn-id: r10395
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svn-id: r10394
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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: r10390
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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: r10370
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svn-id: r10357
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svn-id: r10344
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the overlay isn't so tiny anymore in COMI
svn-id: r10329
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svn-id: r10315
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generate stereo data; (we probably should add a common base class for Player_V1/V2 instead of deriving V1 from V2)
svn-id: r10312
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svn-id: r10311
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#809036 ("MANIAC64: Sound echoes").
I don't understand the exact implications of it, but I assume it has to do
with the premix function having to generate stereo samples now.
svn-id: r10309
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match the original behaviour
svn-id: r10306
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svn-id: r10305
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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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svn-id: r10298
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svn-id: r10294
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work here, I'll add more build rules. Work in progress, a lot ain't work, but the plugin stuff is disabled by default, so no harm should arise
svn-id: r10292
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barebone ScummVM (or maybe I just want to increase our CVS stats? <g>)
svn-id: r10287
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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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svn-id: r10279
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svn-id: r10266
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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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performance by omitting redundancies
Removed the use of the _bank member for iMuse Parts.
The member is still being saved/loaded, and a
warning will display if a non-zero _bank value is
set. If it turns out some musical passage is actually
using the _bank, we'll need to reinstate it.
Otherwise, after sufficient testing we can obsolete
it in the savegames.
svn-id: r10261
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svn-id: r10260
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svn-id: r10257
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Implemented _cmd_queue save/load. In addition to requiring
_cmd_queue information, this bug arises from a rare assumption
that sound resources are loaded in memory even though they
aren't currently playing. Therefore, a list of sound resources
loaded in memory is included in the savegame, so that all
relevant sound resources are reloaded when the savegame is
loaded. This also fixes an unreported music bug in S&M when
saving a game while outside the Bumpusville mansion.
As a result of savegame format modifications, we are now at
savegame version 23.
svn-id: r10254
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access of the actor position
svn-id: r10253
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original, but I think to make it completely right a bigger change to
the adlib backend would be necessary.
svn-id: r10251
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svn-id: r10250
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this broke lots of other locked boxees. Now that I have dosbox to compared with the original Zak, I see that we are doing something wrong, and have a notion of what that might be; still need to figure out a way how to fix it
svn-id: r10249
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distaff when returning to the first room may be the last bug left now
svn-id: r10247
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fix? anybody feel like playtesting the Mystery Vortex, please? :-)
svn-id: r10246
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svn-id: r10244
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svn-id: r10243
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svn-id: r10242
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svn-id: r10239
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svn-id: r10238
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svn-id: r10232
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svn-id: r10230
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svn-id: r10228
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into class Scumm
svn-id: r10227
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svn-id: r10226
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svn-id: r10221
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svn-id: r10217
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