Since June 30, 2023 Play Store requires TV apps that use this category to use the app bundle distribution model
Since we currently build separate APKs this removal is a temporary measure for the upcoming release of 2.7.1.
However, we should re-instate the tag when we switch to the App Bundle distribution module and perhaps investigate, test
and resolve any other issues related to running the ScummVM Android app for TVs.
This happens during the first meeting in the LSL5 intro. There is no
consensus on how fast this animation should run, but ScummVM runs it
extremely slow, possibly due to speed throttling. This speeds it up
by updating the animation ever 6th time the doit script is run,
rather than the original every 32nd time.
Fixes KQ4 introduction not automatically ending
Thanks to @athrxx for locating the correct behavior in disassembly
Thanks to @eriktorbjorn for reporting this
Determine in which archive the shader is located and load assets from
the same archive.
When using a FSNode, use the filesystem code to build the base path.
Use a Path object to store the base path to allow proper join of
components.
This commit implements proper loading of savestates saved from
the original menu in v0-3 games and loaded either from launcher
or GMM. Why is all of this necessary? It is because these saves
are built under the assumption that they will be reloaded from the
main menu room, and that therefore there will be a graceful
termination of the global script handling the main menu.
Terminating said script gracefully implies cleaning up variables,
stopping menu related scripts, and reboot other scripts which had
previously been stopped.
This certainly doesn't happen when reloading said savestates from
the GMM/launcher, and what instead happens is, in order:
- The game loads from the menu room;
- The menu scripts continues from an inconsistent location,
effectively re-saving the game;
- This invalidates the thumbnail of the savestate, which will now
show a picture of the menu;
- Closing the menu gets the user back to the saved state,
with probably an inconsistent state of some variables and scripts.
This fixes all of this, by detecting if we are loading a savestate
saved from the original menu, and by manually running the correct
script operations for each game in order to correctly close the
menu and resume the game.
Please note that this commit works under different assumptions
from the ones pertaining the already available post-load fixes
(which assume that you are saving the game from GMM).
This fixes a crash when loading from the GMM save states which had
been created from the original menu. This also fixes the auto-close of the
menu when a game is loaded from the original menu.
This was caused by the fact that the pre and post save screen scripts
were not being called, and this messed up the cursor state with savegames
created as quicksaves.
Also, renamed the variables containing said scripts numbers, so that
they are a little bit more meaningful now.
I really have no idea why I wrote the code in such a way that
it attempted to load stuff that was never saved in the first place,
and I guess we'll never know. Findings by athrxx!