- renamed _MT32 to _nativeMT32
this name doesn't really make sense, because MUNT isn't a native
MT32, but the name is common to the other engines
- implement MT32 -> General MIDI mapping in case no MT32 is
available
- implement dialog screen, so that user is told about General MIDI
mapping and that it may sound awful
- Kirben told me that Elvira 2 is shipped with MUSIC.DRV and
INSTR.DAT file. Using MUSIC.DRV file makes the music work properly
I couldn't check, b/c I own none of these games.
- also commented out implemented bug of INSTR.DAT/MUSIC.DRV
This bug only affected the adlib drivers, so I guess we should
rather fix it instead of implementing the same buggy behavior
- both known variants are supported (INSTR.DAT + MUSIC.DRV)
- INSTR.DAT/MUSIC.DRV holds channel mapping, instrument mapping, etc.
- fixed bug inside S1D MidiParser, that ruined some instrument changes
0xFC header was seen as 2 byte header, but it's 4 bytes in Elvira 2
and 5 bytes in Waxworks / Simon 1 demo
- dynamic channel allocation for the MUSIC.DRV adlib driver is not
implemented atm, simply because at least the demos of Waxworks and
Simon 1 do not use this feature
- sound effects of Waxworks are not implemented atm
- note: the game "Altered Destiny" uses Accolade INSTR.DAT variant too
Since this table must only be set up for RT when changing fonts, I
needed to put an engine reference in the Fonts base class. Because
of this, I've been able to simplify the creation of the various
surfaces, since you no longer need to pass in the platform
- mention game in comments, that the fixed text block is about
so that we can split it up easily later
- add TODO for Spanish context-menu fixed text
- add TODO for French version of Sherlock Holmes 2
- add TODO to split up the fixed text class
In the YouTube video I've seen, the screen goes black, the rain
sound starts, and then the screen fades up. Once we add the rain
sound, this should be pretty close to that. I think it adds to the
atmosphere.