This adds the remaining changes from horncomposer's modified version
of the old GENMIDI lump. Details from his accompanying text file
follow:
2/6/11- Replaced Electric Piano 2 (patch 5) - with the high pitched attack :)
Replaced Acoustic Piano (patch 0) - Serves as model for other pianos
Replaced Bright Acoustic Piano (patch 1)
Replaced Electric Grand Piano (patch 2)
Replaced Honky-tonk piano (patch 3) - Added "out of tune"
Accidentally discovered a good Electic Piano 1 (patch 4) - with chorus
This adds a good number of the missing percussion instruments. These
come from a dump of Matt Cadirao (horncomposer)'s modified version of
the old GENMIDI lump.
Config lists the instrument files to use to build the GENMIDI lump.
Some instruments are not yet provided and are nulled out using a dummy
SBI file that doesn't play anything.
Move C code into subdirectory as it will soon be only of historical
interest. Add extra program to dump SBI instrument patches, switch
to using OPL2 instruments, and ignore "null" instruments (all-zero).
Add fraggle's sample DeHackEd patch to change the names of all game items
to differ from those of id's original. He writes:
>[...] I've put together a BEX patch that changes various text strings.
>I made up some temporary names for things where necessary; suggestions
>for better names are welcome.
[RjY: I tweaked the shotgun pickup message for consistency; it was the
only weapon pickup message not ending in an exclamation mark]
DW: http://www.doomworld.com/vb/post/978557
see also http://www.doomworld.com/vb/post/978527 for rationale
Signed-off-by: RjY <rjy@users.sourceforge.net>
Python 3 makes a number of changes to the language and breaks backward
compatibility with Python 2 in some places. This change updates the
Python scripts used in the build system to work with Python 3,
although the updated scripts still run in Python 2 as well. Most of
the changes are minor; the biggest changes are to the palette /
colormap generation scripts.
Signed-off-by: Simon Howard <fraggle@gmail.com>
Players got confused when they weren't used to switches activated by
shooting them, so if they watch the demo loop run, they should see how.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
The same demos won't work across IWADs; the previous commit completely
locked up Boom when using doom.wad. Now there will be independent demos
for each IWAD.
Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
buildcfg.txt: rework OR relationship to be CPP-compliant
remove tools/simplecpp
Makefile: CPP=/usr/bin/cpp
stop redundant rebuilds
remove all from PHONY in lumps/cph/misc-lumps/Makefile
clean up build output
add a newline to lumps/cph/misc-lumps/colormap.pl
add a clean target, to:
./Makefile
./lumps/Makefile
./lumps/cph/misc-lumps/Makefile