The engine name in the configure.engine file was reverted to use
only ASCII characters. We cannot know what encoding will be assumed
by the terminal in which we run configure, so using non-ASCII
characters can result in unexpected results.
The engine and game name string literals in the source code were
changed to escape the non-ASCII character since there is no
guarantee that the compiler will assume utf-8 encoding for the
source code files.
The autosave refactoring that was done in
7adad5aaf5831dc5adcee140f38aacc4a5db2518 used g_engine for identifying the
autosave slot. This worked for in-game save/load, but doesn't fit when
called from the launcher.
Fix by passing MetaEngine to SaveStateDescriptor ctor and using it for this
query.
Amends 7adad5aaf5831dc5adcee140f38aacc4a5db2518.
This employs a "lazy" approach: the "format" for the credits stays
exactly as it was, i.e., perl code. Of course one may want to change
this to another format (e.g. YAML, JSON, XML; or also shell script or
AWK, like `configure.engine` uses). But I deliberately kept it simple,
to get a minimal change that is easy to verify. Any further changes to
e.g. the format can be layered atop this.
For each engine:
- Make a new folder detection
- Move detection-related files inside the folder
- Add a new module "enginename/detection"
- Add DETECT_OBJS here
- Adjust the normal engine module to remove detect_objs
- Adjust every file for the new changes.
Common::MacResMan is now able to open files from a specified
Common::Archive. This is a bit hacky as dynamic_cast is used to break
the Archive encapsulation to retreive the underlying FSNode. It should
however be more correct than the previous code that assumed files were
at the root of the currently running game's path.
AdvancedDetector constructs a Common::Archive from its FileMap based
filesystem cache and uses it to detect the mac resource fork files.
This cuts the time it takes to run the detection code with all the
engines enabled as dynamic plugins on the 3DS to 30 s from 280 s.
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames