* Correct alphabetic sorting throughout
* Whitespace and indentation fixes
* German translation fix for Bibi Film Studio
* Computer Music change from game to demo
* Punycode The Gate 2-3 paths to match The Gate 1
Adds more works by Rodney Alan Greenblat:
* Funscreen 2
* Wonder Window
* Art Brain
* Crying, Screaming Baby (Clickamajig)
Funscreen 1 was learned to be Director in original Mac floppy release,
and so was moved to the games section.
Thanks to ArtFluids on Discord for providing detailed background
information from correspondence with Rodney.
These are all shareware releases. The full games can be unlocked with a
registration key.
Thank you to Elphive on Discord for extensive research in the Wayback
Machine and for providing information on the retail compilations.
Many thanks for research and suggestions from Discord, email, etc.,
particularly sev, eientei, and Lemtom.
Special thanks to Fighter19 for providing information on German
Silly Noisy House, and to Elphive for finding Shelley Duvall's
It's a Bird's Life.
This establishes detection for games in the new language codes.
* 10 unique Arabic games
* 2 unique Catalan titles
* 1 Catalan + 1 Flemish localization
* 1 potential Mexican Spanish localization
Also cleaned up indentation for Russian title comments and corrected
an existing entry with wrong language.
These can be big- or little-endian. The development platform can be
autodetected based on RIFX/XFIR in header.
These games ran in Shockwave Player either as a standalone app or as
web browser plugins on Windows and Mac.
Shockwave game added as D6 detection entry as an example.
This fixes two bugs in one go:
- setting a cursor to 0 wasn't possible when a cast+mask cursor was used
- querying a sprite for cast+mask cursor returned 0 instead of the cast
ids.
Cursors can be set in two ways:
1) set cursor of sprite X to INT
2) set cursor of sprite X to [INT, INT]
A `cursor of sprite X` should return the same values that as were used
when setting the cursor.
Before, the code for setting a button's hilite flag made it so that
mouseUp only ever went to the last sprite that had a mouseDown
event. That is not correct. Whatever sprite the mouse goes up on
gets the event, even if it didn't get the last mouseDown event.
Continue playing the current movie when the one referenced as projector
isn't found. It seems the best option. ScummVM crashes anyway when it switches to a non-existing movie
This resolves a crash in `The Kids Works 2 Demo`. It's a single file D3
movie which contains everything needed to run it.
This function updates the sprites from the score. We do not want to do
that, as it wipes any non-puppet changes made by Lingo. Notably, this
broke the cursor in Chop Suey.