The major contributors provided their consent:
DrMcCoy, Strangerke, sdelamarre, sev.
The goal is to allow the re-release of this code under
Switch, which is incompatible with pure GPL
Exception to the usual rules based on platform and video mode, that would have classified it as 256 colors (see initVideo).
That version was previously abusively marked "EGA" as a workaround to this issue.
A.J.'s World of Discovery is the name of the US localization of Adibou 1.
The only file listed in SaveLoad_AJWorld ("menu.inf") has been moved to SaveLoad_Adibou1.
This makes possible to select and play "Read/Count 4-5 years" (aka L5, C5) and "Read/Count 6-7 years" (aka L6, C6) applications, by clicking on the door of Adibou's house.
Remove also related previous Adibou1 stubs in inter_v2.
Try to mimic more closely what is done in the executable.
Fixes black squares sometimes blinking around the cursor (just after selecting the character, when hoovering seeds bags in the vegetable garden...), and fix a temporarily disappearing "waiting" cursor in some "change CD" screens.
Ween demo has both interactive and non-interactive portions. The title
is Ween: The Prophecy, and so language code EN_GRB is used.
https://archive.org/details/TheProphecy_1020
Dynasty demo plays a single VMD from a small SCN file.
https://archive.org/details/dynasty_zip
Combined demo from CD-ROM Today # 11 (1995) plays the above Dynasty
demo followed by the already known Woodruff demo. In the spirit of the
combined demos in the SCUMM engine, we can create a new game ID.
All of the above play without issue in ScummVM.
Also added file sizes to some existing detection entries and added the
missing demo flags to the Inca2 and Woodruff demos.
This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
The EGA version of Gobliiins, similar to Little Red Riding Hood,
claims a few resources are larger than they actually are. The original
happily reads past the resource structure, but we'll instead fix
the size of the resource after loading.
This fixes bug #7162.
Engines should only have to call one set of functions and not decide between the two. In fact, the 'emulation' API was documented to just call the 'real CD' API.
This fixes the crash when selecting an animal in the "Languages"
screen.
Interestingly, the German names of the animals are partially
wrong... And for "Das Schmetterling" (sic!), even the recorded
speech sample is wrong.
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.