This was partially caused by a bug in the original source code
that was missing a comma between two strings for those two dialogs.
The original did not have a buffer overflow, but was not correctly
displaying the strings.
This fixes bug #12856.
This was a regression from 54b0b4ac4 that prevents from adding
null characters to a Common::String. For those screens the game
passes multiple strings as a single strings containing a '\0'
to separate the different parts. But that '\0' was no longer
added. I am now using '\1' and updated the parsing in the text
display to handle this.
* Fix mismatched delete in create_image.cpp
* Add shebangs to create_ms2_data.***.sh
* Reduce scopes of some variables
* Substitute bitwise and for logical and in
GamaManager2::passageConstruction
Add constant for inverting sections (number 128)
Move some initialization in initState from derived classes to
base class.
Simpilfy AxacussCorridor4::onEntrance
Street animation was changing memory that it shouldn't, so
going into the kiosk resulted in a segfault.
Also remove 2 debug lines from supernova2/state.cpp