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Merged revision(s) 3731-3734, 3736-3743, 3745-3751, 3754, 3756-3757, 3761-3766, 3774-3781, 3783-3787, 3791 from zdoom/trunk: - Added support for Eternity Engine's function pointer ACS instructions. (Note that an alternative ACS compiler is necessary to use these instructions properly.) ........ - Fixed: ACS function pointer instructions need to call GetFunction on the tagged module instead of the active behavior. ........ - Fixed: DDrawFB should not recreate all its resources when the palette changes if we were the one responsible for the palette change. - Fixed: DDrawFB::CreateSurfacesComplex() starting tries at 2 instead of 0 is not "debugging cruft" since it counts down, not up. (Partially reverts r3195) ........ - Do not set the mouse pointer if the display is 8 bit, since such displays don't support color cursors. ........ - Added Hacx 2.0 detection. ........ - Do do not disable config writing before DoGameSetup() (introduced in r3653) if the config file does not already exist. This way, we can create a default config file without removing anything from an existing config file if things go wrong early during setup. ........ - Don't use abbreviations in exception descriptions. ........ - This was not supposed to be committed as part of r3737. ........ - Fixed: Editing the player (thing #1) with DeHacked would remove its MF2_PUSHWALL flag. ........ - Fixed: The action function version of ACS_NamedExecuteWithResult only accepted three script parameters. ........ - What I didn't have this saved? ugh ........ - We don't need to keep the FloatBobOffsets[] verison of DoWaggle around. ........ - Fixed: MF6_BUMPSPECIAL only worked when bumped from X/Y movement but not Z movement. ........ - Added UsePlayerStartZ MAPINFO option to cause P_SpawnPlayer() to offset the spawned player's Z position by the MapThing's Z, just like for any other MapThing. - P_SpawnPlayer() now respects a player's SPAWNCEILING and SPAWNFLOAT flags. ........ - Fix some GCC 4.7.1 warnings. ........ - Pass playernum as a parameter to P_SpawnPlayer(). Now P_SpawnMapThing() is the only thing that uses the MapThing's type to determine the which player is spawning. ........ - Added MAPINFO flag RandomPlayerStarts. In this mode, no voodoo dolls are spawned. Instead, all player starts are added to a pool, and players spawn at a random spot. ........ - The complete FMapThing is overkill for storing player starts, so use a new minimal structure for them. ........ - Added the item flag IF_RESTRICTABSOLUTELY. When this is set, players of the wrong class cannot pickup an item at all. (For instance, normally players in Hexen can still pick up other players' weapons for ammo. With this flag set, they cannot do that either.) ........ - Fixed: PCD_SCRIPTWAITDIRECT had different semantics than PCD_SCRIPTWAIT. ........ - Added PCD_SCRIPTWAITNAMED p-code. ........ - Enumerate ZDaemon's ACSF_ values. ........ - Added compatibility options for Requiem map04 and Hell Revealed map19. ........ - Fixed type in A_Respawn. ........ - Fixed: Getting remorphed into a chicken should give you a Tome of Power so that you become a super chicken. Rawr! The PlayerPawn flag CANSUPERMORPH now enables this. ........ - Fixed: FListMenuItemPlayerDisplay could crash at various points if a class does not have a See state. ........ - Fixed: Toggling the automap could cancel out ending the level, among other things. ........ - Remove Item from StateCallData, since it isn't read anywhere. ........ - Added a 90 degree offset to all voxels, since Build's compass directions start at north rather than east. ........ - Fixed: R_ExtendSpriteFrames() would change spr.spriteframes even when it wasn't moving them around. ........ - Fixed: hud_scale is supposed use strictly integral scaling factors. ........ - Fix typo: MF6_SEEINVISIBLE is in flags6, not flags. ........ - Fixed typo: Midtextures with world panning replaced rw_midtexturemid with the rowoffset instead of adding them together. ........ - Fixed: Pain flashes were not inheritable. ........ - Fixed: player_t::settings_controller was not serialized. ........ - snd_midipatchset and fluid_patchset are now processed through NicePath() for variable substitution. In addition, on Windows, if they contain no path separator, they will automatically have $PROGDIR prepended to them. ........ - Fixed: DSBarInfo::ScreenSizeChanged() must call its supermethod. ........ - Fixed: FStateDefinitions::FinishStates() must ResolveGotoLabels before resolving labelled gotos. Otherwise, something like this fails: Goto State1 State1: Goto State2 State2: because when "Goto State1" is processed, State1 is still pointing at the string "State2" rather than State2's state, so the goto will end up pointing at a string (which will soon be freed from memory) instead of at an actual state. ........ - Fixed: The label offset has no business being involved in the positioning of the options menu cursor. Also put the cursor towards the bottom of tall small fonts. ........ - Remove LabelOffset from menus entirely and just compute things so that the console font and small font, when mixed on the same line, align at their baselines. ........ - Remove LabelOffset from menudef.txt. ........ - Fixed: menu_endgame showed no text during a netgame, nor did it block you from ending a netgame. ........ Merged revision(s) 3771, 3782 from zdoom/trunk: - Draw 1 pixel of border at the edges of the status bar to prevent imprecision HOMs (only top and bottom for non-widescreen for now). - The completeborder command is handled at the base statusbar now since it can do so more efficiently. ........ - Fixed: 1 pixel border was drawn when there was no status bar. ........ SVN r3793 (2.6) |
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gme | ||
changes.txt | ||
CMakeLists.txt | ||
design.txt | ||
game-music-emu.vcproj | ||
gme.txt | ||
license.txt | ||
readme.txt |
Game_Music_Emu 0.5.2: Game Music Emulators ------------------------------------------ Game_Music_Emu is a collection of video game music file emulators that support the following formats and systems: AY ZX Spectrum/Amstrad CPC GBS Nintendo Game Boy GYM Sega Genesis/Mega Drive HES NEC TurboGrafx-16/PC Engine KSS MSX Home Computer/other Z80 systems (doesn't support FM sound) NSF/NSFE Nintendo NES/Famicom (with VRC 6, Namco 106, and FME-7 sound) SAP Atari systems using POKEY sound chip SPC Super Nintendo/Super Famicom VGM/VGZ Sega Master System/Mark III, Sega Genesis/Mega Drive,BBC Micro Features: * Can be used in C and C++ code * High emphasis has been placed on making the library very easy to use * One set of common functions work with all emulators the same way * Several code examples, including music player using SDL * Portable code for use on any system with modern or older C++ compilers * Adjustable output sample rate using quality band-limited resampling * Uniform access to text information fields and track timing information * End-of-track fading and automatic look ahead silence detection * Treble/bass and stereo echo for AY/GBS/HES/KSS/NSF/NSFE/SAP/VGM * Tempo can be adjusted and individual voices can be muted while playing * Can read music data from file, memory, or custom reader function/class * Can access track information without having to load into full emulator * M3U track listing support for multi-track formats * Modular design allows elimination of unneeded emulators/features This library has been used in game music players for Windows, Linux on several architectures, Mac OS, MorphOS, Xbox, PlayStation Portable, GP2X, and Nintendo DS. Author : Shay Green <gblargg@gmail.com> Website: http://www.slack.net/~ant/ Forum : http://groups.google.com/group/blargg-sound-libs License: GNU Lesser General Public License (LGPL) Getting Started --------------- Build a program consisting of demo/basics.c, demo/Wave_Writer.cpp, and all source files in gme/. Be sure "test.nsf" is in the same directory. Running the program should generate the recording "out.wav". Read gme.txt for more information. Post to the discussion forum for assistance. Files ----- gme.txt General notes about the library changes.txt Changes made since previous releases design.txt Library design notes license.txt GNU Lesser General Public License test.nsf Test file for NSF emulator test.m3u Test m3u playlist for features.c demo demo/ basics.c Records NSF file to wave sound file cpp_basics.cpp C++ version of basics.c features.c Demonstrates many additional features Wave_Writer.h WAVE sound file writer used for demo output Wave_Writer.cpp player/ Player using the SDL multimedia library player.cpp Simple music player with waveform display Music_Player.cpp Stand alone player for background music Music_Player.h Audio_Scope.cpp Audio waveform scope Audio_Scope.h gme/ blargg_config.h Library configuration (modify this file as needed) gme.h C interface (also usable in C++, and simpler too) gme.cpp Gme_File.h File loading and track information Music_Emu.h Track playback and adjustments Data_Reader.h Custom data readers Effects_Buffer.h Sound buffer with stereo echo and panning Effects_Buffer.cpp M3u_Playlist.h M3U playlist support M3u_Playlist.cpp Ay_Emu.h ZX Spectrum AY emulator Ay_Emu.cpp Ay_Apu.cpp Ay_Apu.h Ay_Cpu.cpp Ay_Cpu.h Gbs_Emu.h Nintendo Game Boy GBS emulator Gbs_Emu.cpp Gb_Apu.cpp Gb_Apu.h Gb_Cpu.cpp Gb_Cpu.h gb_cpu_io.h Gb_Oscs.cpp Gb_Oscs.h Hes_Emu.h TurboGrafx-16/PC Engine HES emulator Hes_Apu.cpp Hes_Apu.h Hes_Cpu.cpp Hes_Cpu.h hes_cpu_io.h Hes_Emu.cpp Kss_Emu.h MSX Home Computer/other Z80 systems KSS emulator Kss_Emu.cpp Kss_Cpu.cpp Kss_Cpu.h Kss_Scc_Apu.cpp Kss_Scc_Apu.h Ay_Apu.h Ay_Apu.cpp Sms_Apu.h Sms_Apu.cpp Sms_Oscs.h Nsf_Emu.h Nintendo NES NSF/NSFE emulator Nsf_Emu.cpp Nes_Apu.cpp Nes_Apu.h Nes_Cpu.cpp Nes_Cpu.h nes_cpu_io.h Nes_Oscs.cpp Nes_Oscs.h Nes_Fme7_Apu.cpp Nes_Fme7_Apu.h Nes_Namco_Apu.cpp Nes_Namco_Apu.h Nes_Vrc6_Apu.cpp Nes_Vrc6_Apu.h Nsfe_Emu.h NSFE support Nsfe_Emu.cpp Spc_Emu.h Super Nintendo SPC emulator Spc_Emu.cpp Snes_Spc.cpp Snes_Spc.h Spc_Cpu.cpp Spc_Cpu.h Spc_Dsp.cpp Spc_Dsp.h Fir_Resampler.cpp Fir_Resampler.h Sap_Emu.h Atari SAP emulator Sap_Emu.cpp Sap_Apu.cpp Sap_Apu.h Sap_Cpu.cpp Sap_Cpu.h sap_cpu_io.h Vgm_Emu.h Sega VGM emulator Vgm_Emu_Impl.cpp Vgm_Emu_Impl.h Vgm_Emu.cpp Ym2413_Emu.cpp Ym2413_Emu.h Gym_Emu.h Sega Genesis GYM emulator Gym_Emu.cpp Sms_Apu.cpp Common Sega emulator files Sms_Apu.h Sms_Oscs.h Ym2612_Emu.cpp Ym2612_Emu.h Dual_Resampler.cpp Dual_Resampler.h Fir_Resampler.cpp Fir_Resampler.h blargg_common.h Common files needed by all emulators blargg_endian.h blargg_source.h Blip_Buffer.cpp Blip_Buffer.h Gme_File.cpp Music_Emu.cpp Classic_Emu.h Classic_Emu.cpp Multi_Buffer.h Multi_Buffer.cpp Data_Reader.cpp Legal ----- Game_Music_Emu library copyright (C) 2003-2006 Shay Green. SNES SPC DSP emulator based on OpenSPC, copyright (C) 2002 Brad Martin. Sega Genesis YM2612 emulator copyright (C) 2002 Stephane Dallongeville. -- Shay Green <gblargg@gmail.com>