This provides fallback to 8bit color mode for SCUMM3 FM-TOWNS games on platforms which set the USE_RGB_COLOR define even though that color mode is not being fully implemented for that platform.
This includes a renaming of ADObsoleteGameID to Engine::ObsoleteGameID,
and AdvancedDetector::findGameID now is Engines::findGameID.
Doxygen comments were added or improved
1) Don't skip transpose setting in sysex command 0. There are only a few sounds where this setting is used (mainly sfx).
2) Make MI2 and INDY4 read certain player start parameters from the sound resource. The start parameters usually match our default parameters (exception: e.g. LeChuck's Fortress). The use of these parameters has been dropped in DOTT (they use default parameters like we do).
- fixed lockup situation in imuse destructor (only concerning the fm-towns driver)
- fixed lockup situation when AudioCDManager functions get called
(in both cases both the main thread and the mixer thread would get locked in different mutex belonging to the other thread)
This adds an extra detune parameter which is assigned via sysex code 0.
Most tracks don't use this (= assign a value of 0), so it isn't really a
very noticeable feature.
This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
This unifies the engine names in MetaEngine::getName() and the
credits. In particular drop "Engine" or "engine" from the names when
it was present and use expanded names in credits when the
MetaEngine uses it (e.g. "Beneath a Steel Sky" instead of "BASS").
- Revert guesswork fix for bug #761637 which caused bug #1315950
- Add missing clear_queue() call to stopAllSounds_internal(). This is taken from INDY4 / MONKEY2 disasm. Someone with a SAMXMAX or DOTT disasm might want to check whether this is correct for these targets, too.
- Old FOA savegames saved after the Dr. Ubermann death scene (= during the ending sequence) will still be bugged, since the messed up imuse trigger/command queue gets restored from the savegame.