This is needed because the MIDI resources have their own loop flag
that overrides the global one. This makes a difference for games
that use MIDI both for music and sound effects, such as (limited
to?) the floppy version of Simon the Sorcerer 1.
This (hopefully) fixes bug #6549: "#6549 AGOS: Simon2 Amiga Datafiles crashes with assertion in Intro".
I don't have any copy of StS 2 Mac/Amiga thus I cannot test this.
This bug was caused by a regression in c82a75df69aa5d8f36eae52deee508ef9a61e49e.
Kirben pointed out that there were more loyalty rating events tied
to this opcode than to off_loadVideo(). I didn't notice this
myself since the video loading was so much easier to spot in the
script dump. It's a pity there doesn't seem to be any one opcode
that covers all of the cases.
This attempts to restore the missing loyalty rating setting to the
4CD version of The Feeble Files. So far only for the English
version, since that's all I have, but it would not surprised me if
the other versions are similar.
This in fact slightly changes the priority order of added archives. Formerly,
all archives in SearchMan were preferred to the customly added ones in
ArchiveMan. All standard paths (i.e. path and extrapath) will be still be
searched before the custom ones (which are all priority 0 right now) but system
specific paths will be searched after (due to their priority being -1). Since
system specific paths shouldn't contain any game data files this should
hopefully be harmless.
This wasn't tested for games with CAB archives.
Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
This is the third and final commit enabling fully pluggable engines.
Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
This is the second part of allowing engines to be added dynamically.
Each folder in engines/ which must contain a file named "engine.mk"
containing the make definitions for that engine.
This is the first part of allowing engines to be added dynamically.
They are placed into a folder in engines/ which must contain a file
named "configure.engine" to add the engine, which is pulled into the
top level configure script automatically.