Using plain "inline" instead of "FORCEINLINE" allows the compiler to continue
even when it fails to inline crossBlitLogic/crossBlitLogic3BppSource. The
impact of other systems now not inlining the functions anymore is hopefully
small enough to not cause any problems.
This is not guarantied to work but will work if both scummvm and
scummvm-web have been cloned in the same parent directory. The
old rules was always failing anyway, so this is an improvement. But
maybe we should comment that line?
This is bug #3040722.
It was trying to open a non-existent submenu. We now force a return
after handling the conversation option right before it tries to look for
this submenu.
If the language is explicitly set to American English, use the
American version of the panel for the main control panel. In all
other aspects, American English will behave as British English,
so it shouldn't break anything.
I don't know how often the original shook the screen (perhaps as
often as it could?), but at least we now have the opportunity to
shake the screen more than once per movie frame.
All this does is to offset the image when copying it to the screen,
and offset the position when checking for clickable items at specific
coordinates. It looks and works right to me. I guess that just leaves
the buildColorTransTable2() function, but I'm useless for that so
someone else will have to look into it.
At least on my computer, the sound would stall frequently after a
while because the delay between frame was calculated from frame to
frame. Now it's calculated from the start of the sound instead.
I'm guessing that the unused _top variable is what causes the main
menu to be drawn at the wrong position at the very start of the
game. At that point, it's 30 which seems to be by how much the Y
coordinate is off.
The shadeRect() function is called just once (at the time of writing)
and immediately afterwards the "front screen" is copied to the
"background". Therefore, drawing to the background doesn't seem to
make any sense.
The colors are wrong, but I assume that's for the same reason that the
text colors are wrong as well.
The end credits reference a version of Dino called "Dinor", which makes the
engine look for a non-existing file. We set the name to "dino", as it should be
in this case, so that the engine loads the correct file. Part of the fixes for
bug #5866
The mouse cursor is incorrectly hidden outside the final cave in NS because of
a script bug. A workaround is added to fix that screen and the final screen in
order to make it playable. Part of fixes for bug #5866