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Replace some more Adlib uses by AdLib.
svn-id: r47530
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1a6573ab66
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@ -31,7 +31,7 @@ Music
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to use:
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.Bl -tag -width Ds
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.It Em adlib
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Adlib emulation (default)
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AdLib emulation (default)
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.It Em alsa
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Output using ALSA sequencer device
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.It Em amidi
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@ -178,7 +178,7 @@ Look for additional game data in
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.It Fl -joystick= Ns Ar num
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Enable input with joystick (default: 0 = first joystick).
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.It Fl -multi-midi
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Enable combination Adlib and native MIDI.
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Enable combination AdLib and native MIDI.
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.It Fl -native-mt32
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True Roland MT-32 MIDI (disable GM emulation).
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.It Fl --render-mode= Ns Ar mode
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@ -208,7 +208,7 @@ void MidiParser_SCI::parseNextEvent(EventInfo &info) {
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break;
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// Unhandled SCI commands
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case 0x46: // LSL3 - binoculars
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case 0x61: // Iceman (Adlib?)
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case 0x61: // Iceman (AdLib?)
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case 0x73: // Hoyle
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case 0xD1: // KQ4, when riding the unicorn
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// Obscure SCI commands - ignored
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@ -1278,7 +1278,7 @@ int ScummEngine::readSoundResource(int idx) {
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return 0;
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}
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// Adlib MIDI-SYSEX to set MIDI instruments for small header games.
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// AdLib MIDI-SYSEX to set MIDI instruments for small header games.
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static const byte ADLIB_INSTR_MIDI_HACK[95] = {
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0x00, 0xf0, 0x14, 0x7d, 0x00, // sysex 00: part on/off
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0x00, 0x00, 0x03, // part/channel (offset 5)
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@ -823,7 +823,7 @@ void LauncherDialog::editGame(int item) {
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// default set nothing and use the global ScummVM settings. E.g. the user
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// can set here an optional alternate music volume, or for specific games
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// a different music driver etc.
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// This is useful because e.g. MonkeyVGA needs Adlib music to have decent
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// This is useful because e.g. MonkeyVGA needs AdLib music to have decent
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// music support etc.
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assert(item >= 0);
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String gameId(ConfMan.get("gameid", _domains[item]));
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@ -100,7 +100,7 @@ enum MidiDriverFlags {
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MDT_NONE = 0,
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MDT_PCSPK = 1 << 0, // PC Speaker: Maps to MD_PCSPK and MD_PCJR
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MDT_CMS = 1 << 1, // Creative Music System / Gameblaster: Maps to MD_CMS
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MDT_ADLIB = 1 << 2, // Adlib: Maps to MD_ADLIB
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MDT_ADLIB = 1 << 2, // AdLib: Maps to MD_ADLIB
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MDT_TOWNS = 1 << 3, // FM-TOWNS: Maps to MD_TOWNS
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MDT_MIDI = 1 << 4, // Real MIDI
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MDT_PREFER_MIDI = 1 << 5 // Real MIDI output is preferred
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@ -86,7 +86,7 @@ public:
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* Is the mixer ready and setup? This may not be the case on systems which
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* don't support digital sound output. In that case, the mixer proc may
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* never be called. That in turn can cause breakage in games which try to
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* sync with an audio stream. In particular, the Adlib MIDI emulation...
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* sync with an audio stream. In particular, the AdLib MIDI emulation...
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*
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* @return whether the mixer is ready and setup
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*
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@ -53,7 +53,7 @@ bool OPL::init(int rate) {
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if (_opl)
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MAME::OPLDestroy(_opl);
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_opl = MAME::makeAdlibOPL(rate);
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_opl = MAME::makeAdLibOPL(rate);
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return (_opl != 0);
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}
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@ -1208,7 +1208,7 @@ int OPLTimerOver(FM_OPL *OPL, int c) {
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return OPL->status >> 7;
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}
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FM_OPL *makeAdlibOPL(int rate) {
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FM_OPL *makeAdLibOPL(int rate) {
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// We need to emulate one YM3812 chip
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int env_bits = FMOPL_ENV_BITS_HQ;
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int eg_ent = FMOPL_EG_ENT_HQ;
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@ -173,7 +173,7 @@ void OPLWriteReg(FM_OPL *OPL, int r, int v);
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void YM3812UpdateOne(FM_OPL *OPL, int16 *buffer, int length);
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// Factory method
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FM_OPL *makeAdlibOPL(int rate);
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FM_OPL *makeAdLibOPL(int rate);
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// OPL API implementation
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class OPL : public ::OPL::OPL {
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