Try to mimic more closely what is done in the executable.
Fixes black squares sometimes blinking around the cursor (just after selecting the character, when hoovering seeds bags in the vegetable garden...), and fix a temporarily disappearing "waiting" cursor in some "change CD" screens.
Some versions of Adibou2 are only able to handle one CD at a time. This workaround enable to add Adibou2 applications by copying them as a subdirectory of the game directory, just like in multi-cd-aware versions.
Fixes the "delete character" button in Adibou2
We cannot strip paths for this opcode, as scripts sometimes delete all files in a directory (e.g. "TEMP\*.*", that would have been simplified as "*.*" with path stripping).
Use also full path match for read/write/copy/move operations, to allow distinguishing savegames with same filename under different directories, with a fallback to simple filename matching.
All tools now work correctly, except "text tool" which is still buggy.
Most missing graphical primitives had already stubs in "Inter_Playtoons", implement them there instead of "Inter_v7".
The "split" logic seems to have disappeared in recent versions of the engine (it was triggered by mistake in some situation, resulting in bad draws).
o7_initScreen still need to be fully adapted.
This makes the bees level playable, removing the "lock-up".
Collision detection between Little Red and the bees and butterflies
doesn't work yet though, so they're just flying through her.
Nevertheless, the game seems to be completable now.
This fixes the crash when selecting an animal in the "Languages"
screen.
Interestingly, the German names of the animals are partially
wrong... And for "Das Schmetterling" (sic!), even the recorded
speech sample is wrong.
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.
Geisha often displays text while it loads a new TOT.
Back in the days, this took long enough so that the text
could be read. Since this isn't the case anymore, we'll
wait for the user to press a key or click the mouse.