This is a workaround for how Lost in Time behaves in combination
with changes I made to the DataIO code for running Urban Runner
on low-memory devices.
Urban Runner's intro are far to big to have them copied into
memory for these devices, so I made the DataIO code return a
SafeSeekableSubReadStream into the opened archive stream instead.
Unfortunately, Lost in Time might not close a video file when it
closes the data file which it was originally in, especially when
loading a saved game. Since the video player needs to be able to
gaplessly continue a video and there does not, by itself, close
the video if not requested by the scripts, this leads to reading
out of an already closed stream in certain cases.
So, to worka round this issues, the video player tries to reopen
each currently opened video after a data archive was closed, to
make sure that that video is still available. If not, the video
is closed.
The German strings have been changed from the original, to fix the
horribly broken German.
Someone should probably check the Italian and Spanish strings too.
It was using textId 0, which is not the subtitle we want anyway. So
instead of using the wrong subtitle, it is probably better to not display
a subtitle at all. A test case for this is with the demo when using
non-english language as several subtitles are missing toward the end.
This fixes bug #3531635 - "DREAMWEB: doors don't play "open" sound when
opening".
In addition, the resultant code is simpler and should better match the
original behaviour and a basic playtest has not shown any regressions.
All uses of the old target scale API actually wanted to disallow scaling of
the mouse cursor. This commit adapts our API to this and thus simplifies
backend implementations.
Some backends, most notable the Wii and Android, did some implementation of
the cursor target scale, which I didn't adapt yet. I added a TODO for the
porters there.
This should fix bug #3528164 "DREAMWEB: missing sound
effects/music cues during main title" by preventing repeated calls
of SFX id 12 being lost if the next call is made before the sound
handler has cleared the previous one.
This commit removes various temporary debugging output, cleans up
some points of formatting and replaces some hexadecimal sizes and
offsets with decimal for readability.
This change should have no functional change, but makes the sound code
more decoupled, modular and readable, prior to attempting a fix for
bug #3528164 - "DREAMWEB: missing sound effects/music cues during main
title".
The removed blocks in the playChannel<n> functions referencing index are
non-functional leftovers from more complex logic in the original code
structure, and thus can be safely removed.
When the cursor name is "", then that cursor is drawn by the scripts
instead of loaded from cursor32.dll. That cursor does not have its own
palette then.
Fixes the cursors in the "paint" game in Adibou2.