Johannes Schickel
ae4aad40e5
NEWS: Mention SCUMM v5 PC Speaker support in 1.4.0 section.
2011-07-11 22:20:30 +02:00
Johannes Schickel
a8846d37d5
Merge pull request #54 "SCUMM v5 PC Speaker driver".
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Discussion can be found here: https://github.com/scummvm/scummvm/pull/54
2011-07-11 21:51:40 +02:00
Paul Gilbert
9ba5e2b304
CGE: Reverted last commit due to extra memory leaks
2011-07-11 20:56:32 +10:00
Paul Gilbert
18077762d7
CGE: Standardised Sprite::seq on always allocating/freeing data
2011-07-11 20:37:37 +10:00
athrxx
b8f6257dde
SCUMM: minor bug fix in FM-Towns midi driver
2011-07-10 22:19:32 +02:00
Johannes Schickel
f1d3b35cc4
JANITORIAL: Remove svn keywords from audio/decoders/codec.h
2011-07-10 22:10:43 +02:00
Matthew Hoops
46aabed3f5
AUDIO: Fix QDM2 sound in QuickTime files
2011-07-10 15:50:47 -04:00
Matthew Hoops
c46aa548d6
AUDIO: Fix remaining AAC bugs by decoding with the same AAC context
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This introduces a new Audio::Codec class, based on DrMcCoy's solution for WMA in eos.
2011-07-10 15:50:47 -04:00
Johannes Schickel
4ee228bb16
SCUMM: Fix some envelope bugs in PC Speaker output.
2011-07-10 19:23:59 +02:00
Willem Jan Palenstijn
0d02cc0ef5
REDHAT: Update list of packaged data files
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(cherry picked from commit 97674b66b8 )
2011-07-10 19:01:01 +02:00
Johannes Schickel
5f5daadedb
SCUMM: Let PC Speaker output be controlable via music volume.
2011-07-10 18:14:42 +02:00
Johannes Schickel
adb2bbbb59
SCUMM: Properly implement volume controler for PC Speaker output.
2011-07-10 18:06:33 +02:00
Johannes Schickel
5edb6f9e4a
SCUMM: Fix priority settings in iMuse allocate part sysEx command.
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Formerly we ever only used the lower 4 bit of the priority setting for a new
part. The original used a full 8 bit setting though (based on the Indy4 PC
Speaker output driver). This fixes missing notes in the Indy4 intro with PC
Speaker output.
This might affect other outputs too! And could cause regressions in case other
outputs implemented priority settings differently.
2011-07-10 17:58:41 +02:00
Johannes Schickel
781b7215c4
SCUMM: Fix PC Speaker sound.
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Now we only output a new frequency if a new channel was selected or a new
output frequency has to be send. This makes the sound much more like in
DOSBox. This is not present in the original, but since our timings are
different this should make up for that.
2011-07-10 17:42:02 +02:00
Eugene Sandulenko
18cbb63cba
SWORD25: Removed custom endianness code in persistence code
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This is first step towards making saves portable. Binary footprint
left intact, so the saves are compatible.
2011-07-10 18:11:00 +03:00
Eugene Sandulenko
1c711da8fc
SWORD25: Fix regression introduced in 5dd8f2575b
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Janitorial removed function call which had a side effect.
Thus the actor image load code crashed.
2011-07-10 18:10:58 +03:00
Johannes Schickel
dab9c05783
SCUMM: Do not allow multi midi mode for PC Speaker output.
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Thanks to eriktorbjorn for catching this.
2011-07-10 16:21:30 +02:00
eriktorbjorn
ea53386f3e
SAGA: Use #error instead of a deliberate syntax error.
2011-07-10 13:36:03 +02:00
Paul Gilbert
10ca53a00c
CGE: Fix cursor to show on-screen once the game starts
2011-07-10 21:07:57 +10:00
Paul Gilbert
c3a4ba8b05
CGE: More fixes for free/delete[] mismatches
2011-07-10 20:28:22 +10:00
Paul Gilbert
9b5b88274e
CGE: Bugfix for correctly flagging key release
2011-07-10 20:13:11 +10:00
Paul Gilbert
f33ac85e79
CGE: Bugfixes for some crashes
2011-07-10 20:07:45 +10:00
Paul Gilbert
9efefdbced
CGE: Fixed the display of text in the name entry dialog
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Whilst the 'melting' effect of entered text was very amusing, it did need to be fixed.
2011-07-10 20:02:17 +10:00
Paul Gilbert
a693ff2ecf
CGE: A few more fixes for memory leaks identified by Valgrind
2011-07-10 19:23:14 +10:00
Paul Gilbert
66c7777dfe
CGE: Fix Valgrind identified errors
2011-07-10 18:17:40 +10:00
Paul Gilbert
32c8962d62
CGE: Removed some accidentally added debugging statements
2011-07-10 17:58:39 +10:00
Paul Gilbert
88c7b25e5b
CGE: Fixed more free/delete[] mismatches identified by Valgrind
2011-07-10 17:56:29 +10:00
eriktorbjorn
1b231ed7ff
SAGA: Mute the music while the game is paused
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It already paused the music, but any notes that were playing were
just left hanging. At least with the ALSA MIDI driver. This was
quite annoying when using the debug console.
2011-07-10 07:39:38 +02:00
Paul Gilbert
1870f09d31
CGE: Fix several allocation mismatches and Valgrind issues
2011-07-10 14:51:22 +10:00
Johannes Schickel
fb4ed2224f
SCUMM: Minor clean up in iMuse instrument handling code.
2011-07-10 05:28:20 +02:00
Johannes Schickel
abbd29b16a
SCUMM: Limit iMuse default instrument load to PC Speaker output.
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Albeit the code is marked as a hack inside the source, the original behaved
exaclty the same. If the code is removed the PC Speaker output will miss notes,
since unlike the original we only output to parts, which have an instrument set
up.
2011-07-10 05:21:25 +02:00
Johannes Schickel
0a94fc5b7b
SCUMM: Only try to load MT-32 instruments when we have a MIDI output in iMuse.
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This fixes the melody in Indy4's intro with the PC Speaker output.
2011-07-10 05:13:03 +02:00
Johannes Schickel
bf4091931d
SCUMM: Implement effect envelope for PC Speaker output in SCUMM v5.
2011-07-10 04:54:07 +02:00
D G Turner
6355ccc677
SCI: Added Missing Detection Entry for "Slater And Charlie Go Camping"
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This should fix bug #3359182 ("Game not found by 1.3.0")
2011-07-10 03:51:06 +01:00
Paul Gilbert
ef83c248d3
CGE: Added extra event processing call to fix non-responsiveness when running under Valgrind
2011-07-10 11:45:17 +10:00
Paul Gilbert
8628b154a7
CGE: Fixed compiler warning
2011-07-10 11:40:06 +10:00
Paul Gilbert
6039e8a245
CGE: Removed the definition of the now unused SavTab structure
2011-07-10 10:12:46 +10:00
Paul Gilbert
319ff2ca49
CGE: Changed Sprite::contract to always destroy the sprite array
2011-07-10 10:11:50 +10:00
Paul Gilbert
0bbefbef90
CGE: Created PocLight class to encapsulate the LI sprite array
2011-07-10 10:10:51 +10:00
Paul Gilbert
47b17cd1ce
CGE: Create Spike class to encapsulate the SP spite array
2011-07-10 10:07:35 +10:00
Paul Gilbert
622dc2d503
CGE: Created a CavLight class to encapsulate the PR sprite array
2011-07-10 10:04:41 +10:00
Paul Gilbert
9d40a1ba9d
CGE: Mouse MC sprite array into the Mouse class
2011-07-10 10:00:57 +10:00
Paul Gilbert
817a52ed56
CGE: Created a HorizLine stub class to hold the HL sprite array
2011-07-10 09:57:19 +10:00
Paul Gilbert
1e83e27925
CGE: Moved MB sprite array into Square class
2011-07-10 09:51:18 +10:00
Paul Gilbert
989e071bb9
CGE: Implemented code for saving games, removing the need for the SavTab array
2011-07-10 09:44:46 +10:00
athrxx
c06c05a769
GRAPHICS: remove char/line spacing handling from sjis code
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(as discussed with LordHoto this should rather be handled in the engine)
2011-07-10 00:45:00 +02:00
athrxx
f24bac2d0f
SCUMM: fix DS compilation
2011-07-09 23:57:51 +02:00
athrxx
e3dbae886d
SCUMM: Make use of graphics/sjis code for LOOM PCE sjis drawing
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Also move font rom loader to graphics/sjis and make the necessary changes there.
2011-07-09 20:07:58 +02:00
athrxx
b1cb88ddc2
SCUMM: cleanup sjis font rendering code
2011-07-09 20:07:55 +02:00
D G Turner
52dce79299
Wii: Enable Virtual Keyboard for Wii and Gamecube in Configure.
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This should avoid future bugs similar to #3358466 ("Wii: Virtual
Keyboard doesnt show up").
2011-07-09 15:30:23 +01:00